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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Exo2000</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T10:40:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hidden_Features_(OpenXcom)&amp;diff=89875</id>
		<title>Hidden Features (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hidden_Features_(OpenXcom)&amp;diff=89875"/>
		<updated>2019-11-07T11:40:47Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Battlescape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many little interface extras hidden in OpenXcom that aren&#039;t really mentioned anywhere ingame. This page is dedicated to them.&lt;br /&gt;
&lt;br /&gt;
See [[Options (OpenXcom)|Options]] for settings and keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* Use the mouse wheel to scroll lists and right-click the arrow buttons to scroll to the top/bottom.&lt;br /&gt;
* Use the mouse cursor and keyboard keys to move the caret on text fields.&lt;br /&gt;
* &#039;&#039;ALT-ENTER&#039;&#039; will toggle fullscreen mode.&lt;br /&gt;
* &#039;&#039;Ctrl-G&#039;&#039; will toggle mouse cursor lock behaviour (when enabled, the mouse pointer will be unable to exit the window).&lt;br /&gt;
&lt;br /&gt;
== Geoscape ==&lt;br /&gt;
* Right-click on arrows to set a value to minimum/maximum.&lt;br /&gt;
* Use the mouse wheel to zoom the globe and right-click to center it on a location.&lt;br /&gt;
* Click on a weapon during a dogfight to disable/enable it. ([http://imgur.com/a/Rwhqe Screenshot Album Demonstrating this feature Here])&lt;br /&gt;
* Right-click a craft in the interception screen to center on its location.&lt;br /&gt;
* Right-click a base facility to bring up the associated management screen.&lt;br /&gt;
* Right-click on a soldier in a craft&#039;s Soldiers screen to open up their stats page.&lt;br /&gt;
* Right-click on a soldier in a craft&#039;s Armour screen assigns the last selected Armour to the soldier (if possible).&lt;br /&gt;
&lt;br /&gt;
== Battlescape ==&lt;br /&gt;
&lt;br /&gt;
* Use the mouse wheel to move the camera up/down a level.&lt;br /&gt;
* Right-click to leave most screens.&lt;br /&gt;
* Click a soldier&#039;s rank to bring up their stats.&lt;br /&gt;
* Right-click while holding an inventory item to cancel the move.&lt;br /&gt;
* Ctrl-click an item in the inventory to have the soldier pick it up or drop it on the ground. Also works in pre-battle for quick equip/unequip.&lt;br /&gt;
* Right-click a grenade during pre-battle inventory to prime it.&lt;br /&gt;
* Right-click the Zero TUs button to reset a soldier&#039;s time units (so they can&#039;t reaction fire).&lt;br /&gt;
* Right-click while a soldier is moving to abort the move.&lt;br /&gt;
* Right-click while a projectile is moving to skip to the projectile hit.&lt;br /&gt;
* Use the mouse Previous/Next buttons to switch between soldiers.&lt;br /&gt;
* Hold Ctrl while firing to ignore &amp;quot;No Line Of Fire&amp;quot; errors.&lt;br /&gt;
* Ctrl-click a location makes a soldier run; Running Units move at 75% Time Unit Cost for 150% Energy cost.&lt;br /&gt;
* Ctrl-click a square adjacent to a soldier that is perpendicular their current facing to have them &#039;sidestep&#039;; costs 5 TU instead of 4 + facing changes.&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the [[Options (OpenXcom)#Options File|Options File]], you can enable it by pressing &#039;&#039;Ctrl-D&#039;&#039; in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: Unlocks all research and shows globe country and region borders. Clicking on the globe returns the point coordinates.&lt;br /&gt;
This option can be toggled, and toggles between showing country borders, regional borders, and mission zones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs. Clicking the map returns the point coordinates. With traceAI enabled in the config, AI behavior is revealed and logged. &#039;&#039;&#039;Please note&#039;&#039;&#039;, in debug mode QuickSave/QuickLoad feature in Battlescape are completely disabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ctrl-V&#039;&#039; will reset visibility on all tiles, useful for observing LOS behaviour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ctrl-K&#039;&#039; will kill all live aliens in the mission (nothing will be recovered).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ctrl-J&#039;&#039; will stun all live aliens in the mission (useful for testing recovery).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ctrl-W&#039;&#039; will warp the selected unit to the mouse cursor&#039;s current position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;F8&#039;&#039; will cycle through various engine processing speeds, useful for debugging animation errors.&lt;br /&gt;
&lt;br /&gt;
You can also press &#039;&#039;Ctrl-U&#039;&#039; or set &amp;quot;debugUi: true&amp;quot; to reveal the borders of the interface text, to debug translation errors.&lt;br /&gt;
&lt;br /&gt;
If the Commendations Mod is being played, &#039;&#039;Ctrl-C&#039;&#039; will wipe all earned commendations while retaining statistics, useful for debugging how they&#039;re awarded.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mind_Shield&amp;diff=89861</id>
		<title>Mind Shield</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mind_Shield&amp;diff=89861"/>
		<updated>2019-10-21T17:42:20Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
[[Image:Base-mind.gif|right|100px]]&lt;br /&gt;
The Mind Shield helps prevent aliens from finding your base, thus lessening the need for other [[Base Defence Systems]]. Once an alien group finds your base, they will continue to attack that base until you allow them to land, then defeat them in tactical combat.&lt;br /&gt;
&lt;br /&gt;
It will not prevent races who already know your location from attacking you, but will rather lessen the chances of them finding you in the first place.&lt;br /&gt;
&lt;br /&gt;
This [[Base Facilities (EU)|base facility]] appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[M.C. Generator]]. Not to be mistaken for the &#039;dummied out&#039; handheld [[Unused Game Features (Apocalypse)#Mind Shield|Mind Shield]] from &#039;&#039;[[Apocalypse|X-COM: Apocalypse]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Image:XBASE_15MAP-L1.PNG|Mind Shield: Level 0|250 px]] [[Image:XBASE_15MAP-L2.PNG|Mind Shield: Level 1|250 px]]&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
Construction Time: 33 days&amp;lt;br&amp;gt;&lt;br /&gt;
Construction Cost: $1,300,000&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance Cost: $5,000/month&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Base Facilities Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Research (EU)]][[Category:Base Facilities (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=88884</id>
		<title>Equipment (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=88884"/>
		<updated>2019-01-09T20:06:23Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Utility Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Utility Items==&lt;br /&gt;
All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, but grant the wearer a heavy weapon slot or special mobility abilities respectively.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{{Grenades (XCOM2)}}&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only carry one of this type of item.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Armor !! Health !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Nanoscale Vest || +1 || - || Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| Hazmat Vest || +2 || Acid, Fire, Poison immunity || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Stasis Vest || +2 || After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Plated Vest || +2 || +1 Armor. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Hellweave Vest || +2 || 100% chance to burn melee attackers || Chryssalid Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies and disables shields|| Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Personal Combat Sims===&lt;br /&gt;
PCS are an item that you can equip to your soldiers to give them a bonus in combat, You can have only one per soldier, and replacing a PCS will destroy the previous one&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
|Speed||+ Mobility||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Conditioning||+ Hit Points||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Focus||+ Will||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Agility||+ Dodge||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Perception||+ Aim||4-6 (5-8)||7-10 (9-13)||12-16 (16-21)&lt;br /&gt;
|-&lt;br /&gt;
|Values inside ( ) are after GTS Project&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Item !! Effect !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanners&lt;br /&gt;
|Scan an area for signatures. Any enemies in an area will be tagged in red, even if you can&#039;t see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s.&lt;br /&gt;
|[[ADVENT Trooper (XCOM2)|ADVENT Trooper]] Autopsy.&lt;br /&gt;
|-&lt;br /&gt;
|Medikits&lt;br /&gt;
|Heal 4HP. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healing and tier 3 Gremlin adds +2HP healing).&amp;lt;br&amp;gt;Medikits are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy and heal 6HP (without Gremlin bonuses).&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Mindshield&lt;br /&gt;
|Protects against all types of negative mental effects, like panic or mind control..&lt;br /&gt;
|Sectoid Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|Skulljack&lt;br /&gt;
|Hacks an enemy&#039;s brain implant at melee range, also dealing 20 damage. Initial Skulljack required for storyline progression. Afterwards, Skullmining gives bonuses. After Skullmining research, Skulljacks give +25 Hacking.&lt;br /&gt;
|Skulljack (PG)&lt;br /&gt;
|-&lt;br /&gt;
|Mimic Beacon&lt;br /&gt;
|Conjures a holographic decoy soldier for the enemy to shoot at.&lt;br /&gt;
|Faceless Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive Serum&lt;br /&gt;
|Grants bonus mobility and damage reduction for 2 turns. Can be taken as a free action.&lt;br /&gt;
|Berserker Autopsy&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=84942</id>
		<title>Shinobi (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=84942"/>
		<updated>2017-05-18T14:33:18Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Perk Details */ 1.3 is out, so Lone Wolf bug was fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Shinobi serves as our primary scouting unit, using a sword to deliver stealthy close-range attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
;Primary:&lt;br /&gt;
&#039;&#039;Rifle, SMG or Shotgun&#039;&#039;&lt;br /&gt;
;Secondary:&lt;br /&gt;
&#039;&#039;Sword&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shinobis provide excellent flank security and forward recon, screening out accidental, unwanted activations and ensuring the only enemies who spot you are the ones you’re ready to kill. Their stealth means they’re also capable of taking on some mission types entirely on their own, though the all-or-nothing stakes of dodging patrols or dying alone makes solo sneaking an approach not for the faint of heart. The Shinobi tree is littered with tempting combat-focused perks that sound excitingly effective, so it’s important we understand the real strength of the class—&#039;&#039;&#039;Concealment&#039;&#039;&#039; is absurd. Other classes can compete with and surpass the damage or defensive capability of even the most combat-oriented Shinobi, but none can compare to their mastery over the art of invisible.&lt;br /&gt;
&lt;br /&gt;
==Branches==&lt;br /&gt;
The Shinobi is closest to the vanilla Ranger class. They are specialists in stealth and short range combat.&lt;br /&gt;
&lt;br /&gt;
;Left branch&lt;br /&gt;
&amp;quot;Saboteur&amp;quot; type Shinobi are pure infiltrators, skirting past even the most watchful eyes on the strategic and tactical layers of the game to ensure early warning on enemy forces before your main force encounters them, while losing out on potential squad damage each turn you choose not to break concealment.&lt;br /&gt;
;Right branch&lt;br /&gt;
&amp;quot;Kenshi&amp;quot; type Shinobi assassinate the enemy with their bladecraft, pure, simply, and lethally, and can slay even the most terrifying of enemies in a single strike if an ally has disoriented or stunned them, though great care must be taken to avoid brazen charges that provoke other enemy forces or leave the shinobi exposed to fatal retaliation.&lt;br /&gt;
;Center branch&lt;br /&gt;
The center-branch perks offer a variety of defensive and primary weapon perks, allowing a Shinobi to be built as a covert-capable light rifleman in battle (or a more defensible blade assassin). Remember that while the SMG is the weapon of choice for most Shinobi, you may find that Assault Rifles and Shotguns are better choices for certain direct-combat builds!&lt;br /&gt;
&lt;br /&gt;
== Abilities (As of LW2 Version 1.3) ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1={{Phantom (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Squaddie2={{Fleche (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Squaddie3={{Slash (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Subclass1=Saboteur&lt;br /&gt;
|Subclass2=Kenshi&lt;br /&gt;
|LCorporal1={{Ghostwalker (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal2={{Lone Wolf (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal3={{Blademaster (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal1={{Shadowstep (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal2={{Executioner (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal3={{Combatives (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant1={{Covert (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant2={{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant3={{Cutthroat (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt1={{Shadowstrike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt2={{Low Profile (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt3={{Bladestorm (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt1={{Hunter&#039;s Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt2={{Evasive (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt3={{Reaper (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt1={{Tradecraft (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt2={{Hit and Run (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt3={{Whirlwind (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt1={{Conceal (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt2={{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt3={{Coup de Grace (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_will0       = 4&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 2&lt;br /&gt;
| i_hacking0    = 5&lt;br /&gt;
| i_health1     = 0&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 2&lt;br /&gt;
| i_hacking1    = 5&lt;br /&gt;
| i_health2     = 1&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 1&lt;br /&gt;
| i_hacking2    = 5&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 1&lt;br /&gt;
| i_hacking3    = 5&lt;br /&gt;
| i_health4     = 0&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 1&lt;br /&gt;
| i_hacking4    = 5&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 1&lt;br /&gt;
| i_hacking5    = 5&lt;br /&gt;
| i_health6     = 1&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 1&lt;br /&gt;
| i_hacking6    = 5&lt;br /&gt;
| i_health7     = 0&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 1&lt;br /&gt;
| i_hacking7    = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
== Perk Details ==&lt;br /&gt;
* Ghostwalker reduces a solder&#039;s infiltration cost by 2%.&lt;br /&gt;
* Tradecraft reduces a soldier&#039;s infiltration cost by 20%. The extra infiltration time you’ll save allows you to bring another, more damage-focused class to pick up the Shinobi’s slack while they focus on sneaky recon.&lt;br /&gt;
* Covert, though not mentioned in the description, reduces a soldier&#039;s infiltration cost by 3%.&lt;br /&gt;
* Fleche calculates damage based on where the soldier started their attack, this can lead to big hits using an officer with command, and means that the waypoint system (ctrl-click) cannot be abused for increased damage.&lt;br /&gt;
* If the shinobi has to run through fire on their Fleche path and is set on fire as a result, they will not complete the attack (even though the animation plays)&lt;br /&gt;
* Bladestorm does not trigger on enemies with Shadowstep.&lt;br /&gt;
* Bladestorm can trigger a Muton&#039;s Counter Attack.&lt;br /&gt;
* Shadowstep does not protect the Shinobi from a Muton&#039;s Counter Attack.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Specialist_(LW2)&amp;diff=84811</id>
		<title>Specialist (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Specialist_(LW2)&amp;diff=84811"/>
		<updated>2017-05-15T14:42:58Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Perk Details */ Trojan bug was fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Operating some of our most advanced equipment, Specialists deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary: Rifle(default), SMG or Shotgun; Secondary: Gremlin&lt;br /&gt;
&lt;br /&gt;
Specialists in Long War 2 are largely similar to XCOM 2&#039;s Specialist class, with several exceptions. Haywire Protocol is available for all Specialists from the start, allowing you to build out medical specialists while still putting their Hack stat to use. Combat Hackers gain more options and failsafes to allow them to hack and control foes while managing the consequences of success and failure in XCOM&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medic&amp;quot; type Specialists (Left branch) employ their Gremlin drones to triage allies remotely and efficiently (even beyond the Specialist&#039;s line of sight), helping keep the squad in fighting shape even as injuries and negative status effects mount, but are merely average in combat when you aren&#039;t constantly tasking their Gremlins.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hacker&amp;quot; type Specialists (Right branch) aggressively engage enemies with their drones, dealing guaranteed damage and fielding a optimized, safe Haywire Protocol to turn the enemy&#039;s heaviest weapons against them, but can leave the squad lacking in medical options if you do not field many medkits elsewhere in the unit.&lt;br /&gt;
&lt;br /&gt;
Specialists can also improve their direct combat capabilities (particularly overwatch fire) via center branch perks, and these can be mixed in with the other branches depending on squad needs. Specialists also make great officer candidates, as they already tend to act in direct support of their squadmates.&lt;br /&gt;
&lt;br /&gt;
Lastly, as with XCOM 2, including one specialist of any rank in a squad is vital if the mission objective entails hacking a container, door, or other electronic node, allowing you to complete your mission objective from sight range rather than melee range, and even if the rest of your squad is bogged down in a firefight.&lt;br /&gt;
&lt;br /&gt;
== Abilities (As of LW2 Version 1.2) ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1={{Aid Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Squaddie2={{Haywire Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Squaddie3={{Hack (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Medic&lt;br /&gt;
|Subclass2=Hacker&lt;br /&gt;
|LCorporal1={{Medical Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Combat Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Revival Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Covering Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Interference (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Field Medic (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Airdrop (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Field Surgeon (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Failsafe (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Savior (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Sentinel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Trojan (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Scanning Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Threat Assessment (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Restoration (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Full Override (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Capacitor Discharge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_will0       = 5&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 40&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 5&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 5&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 5&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 5&lt;br /&gt;
| i_health4     = 1&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 5&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 5&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 5&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
== Perk Details ==&lt;br /&gt;
* Due to a current bug, in order to keep a mec from a Full Override hack, the mission must be one where you can keep corpses. Verify?&lt;br /&gt;
* Once you have researched plasma grenades, airdrop will begin dropping them instead of frag grenades.&lt;br /&gt;
* Haywire Protocol/Full Override:&lt;br /&gt;
** A control-hacked turret has its Action Points available starting on the current turn.&lt;br /&gt;
** A control-hacked MEC (that is not a turret) will have its Action Points available starting on the following turn.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=84781</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=84781"/>
		<updated>2017-05-05T11:55:55Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|6-9 &lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||10||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||12 (Evac)||10||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||10||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||10||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||10||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||6||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes. &#039;&#039;&#039;Missions that let you keep corpses will list the reward of &amp;quot;enemy materiel&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(LW2)&amp;diff=81943</id>
		<title>Armor (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(LW2)&amp;diff=81943"/>
		<updated>2017-02-06T12:21:22Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Vests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Armour ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!HP&lt;br /&gt;
!Armour&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Supplies&lt;br /&gt;
!Alloys&lt;br /&gt;
!Elerium&lt;br /&gt;
!Other Effects&lt;br /&gt;
|-&lt;br /&gt;
|Kevlar Armour&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|None&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Predator Armour&lt;br /&gt;
| +3&lt;br /&gt;
|1&lt;br /&gt;
|Combat Armour&lt;br /&gt;
|30&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EXO Suit&lt;br /&gt;
| +2&lt;br /&gt;
|1&lt;br /&gt;
|Battle Armour&lt;br /&gt;
|35&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|Heavy Weapon Slot&lt;br /&gt;
|-&lt;br /&gt;
|Spider Suit&lt;br /&gt;
| +1&lt;br /&gt;
|0&lt;br /&gt;
|Mobile Armour&lt;br /&gt;
|70&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|Grappling Hook&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Vests===&lt;br /&gt;
Vests are a utility item that usually grant HP. Soldiers can only wear one vest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!HP&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Supplies&lt;br /&gt;
!Alloys&lt;br /&gt;
!Elerium&lt;br /&gt;
!Other Effects&lt;br /&gt;
|-&lt;br /&gt;
|Nanoscale Vest&lt;br /&gt;
|3&lt;br /&gt;
|Hybrid Materials&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
| -25 chance to be critically hit&lt;br /&gt;
|-&lt;br /&gt;
|Hazmat Vest&lt;br /&gt;
|3&lt;br /&gt;
|Hybrid Materials&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|Immune to fire, acid and poison&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Vest&lt;br /&gt;
|4&lt;br /&gt;
|Muton Autopsy&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
| +1 Armor&lt;br /&gt;
|-&lt;br /&gt;
|Stasis Vest&lt;br /&gt;
|3?&lt;br /&gt;
|Shieldbearer Autopsy&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Restores lost HP&lt;br /&gt;
|-&lt;br /&gt;
|Hellweave&lt;br /&gt;
|3?&lt;br /&gt;
|Berserker Autopsy&lt;br /&gt;
|30&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|Ignites melee attackers, reduces melee damage taken?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plating===&lt;br /&gt;
Plating is equipped in utility slots and gives ablative HP, which can&#039;t be healed, but which doesn&#039;t cause wound recovery time if lost. A soldier can only wear one set of plating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Supplies&lt;br /&gt;
!Alloys&lt;br /&gt;
!Elerium&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Ceramic Plating&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;ADVENT Trooper Autopsy&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Chitin Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;Chryssalid Autopsy&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Carapace Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;Muton Elite Autopsy&lt;br /&gt;
|20&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|5 Ablative HP&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(LW2)&amp;diff=81941</id>
		<title>Armor (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(LW2)&amp;diff=81941"/>
		<updated>2017-02-06T12:17:58Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Plating */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Armour ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!HP&lt;br /&gt;
!Armour&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Supplies&lt;br /&gt;
!Alloys&lt;br /&gt;
!Elerium&lt;br /&gt;
!Other Effects&lt;br /&gt;
|-&lt;br /&gt;
|Kevlar Armour&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|None&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Predator Armour&lt;br /&gt;
| +3&lt;br /&gt;
|1&lt;br /&gt;
|Combat Armour&lt;br /&gt;
|30&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|EXO Suit&lt;br /&gt;
| +2&lt;br /&gt;
|1&lt;br /&gt;
|Battle Armour&lt;br /&gt;
|35&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|Heavy Weapon Slot&lt;br /&gt;
|-&lt;br /&gt;
|Spider Suit&lt;br /&gt;
| +1&lt;br /&gt;
|0&lt;br /&gt;
|Mobile Armour&lt;br /&gt;
|70&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|Grappling Hook&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Vests===&lt;br /&gt;
Vests are a utility item that usually grant HP. Soldiers can only wear one vest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!HP&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Supplies&lt;br /&gt;
!Alloys&lt;br /&gt;
!Elerium&lt;br /&gt;
!Other Effects&lt;br /&gt;
|-&lt;br /&gt;
|Nanoscale Vest&lt;br /&gt;
|3&lt;br /&gt;
|Hybrid Materials&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
| -25 chance to be critically hit&lt;br /&gt;
|-&lt;br /&gt;
|Hazmat Vest&lt;br /&gt;
|3&lt;br /&gt;
|Hybrid Materials&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|Immune to fire, acid and poison&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Vest&lt;br /&gt;
|4&lt;br /&gt;
|Muton Autopsy&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
| +1 Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plating===&lt;br /&gt;
Plating gives ablative HP, which can&#039;t be healed, but which doesn&#039;t cause wound recovery time if lost. A soldier can only wear one type of plating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Supplies&lt;br /&gt;
!Alloys&lt;br /&gt;
!Elerium&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Ceramic Plating&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;ADVENT Trooper Autopsy&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Chitin Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;Chryssalid Autopsy&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Carapace Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;Muton Elite Autopsy&lt;br /&gt;
|20&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|5 Ablative HP&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=74086</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=74086"/>
		<updated>2017-01-27T12:00:15Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Secondary Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== SMG ===&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
Using an SMG increases the soldier&#039;s Mobility by 3, and reduces enemy detection radius for that soldier by 20%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 2-4    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3-6    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4-7    || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5-10   || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6-11   || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shotgun ===&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 3-8    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-11   || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-13   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-16   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 8-17   || +8          ||           || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5 ||6 ||7 ||8 ||9   ||10  ||11   ||12   ||13   ||14   ||15   ||16   ||17   ||18   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 3-5    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-7    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-11   || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cannon ===&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s. They have very high up-front damage compared to most weapons, and excel at suppressing enemies.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 4-6    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 5-8    || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-11   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 7-14   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 10-16  || +6          ||           || 80       || 4      || 15       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2   ||3 ||4 ||5  ||6 ||7 ||8 ||9 ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || -10 || -5 ||0 ||5 ||10 ||8 ||6 ||4 ||2 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifle ===&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 4-6    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 5-8    || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-11   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 7-14   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 9-15   || +6          ||           || 80       || 4      || 15       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2    ||3    ||4    ||5    ||6    ||7    ||8   ||9   ||10   ||11-20&lt;br /&gt;
|            22   ||23   ||24   ||25   ||26   ||27   ||28   ||29  ||30  ||31   ||32   ||33   ||34   ||35  ||36   ||37   ||38   ||39   ||40   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || -30 || -27 || -24 || -21 || -18 || -15 || -12 || -9 || -6 || -3  ||0&lt;br /&gt;
           || -1  || -2  || -3  || -4  || -5  || -6  || -7  || -8 || -9 || -10 || -11 || -12 || -13 || 14 || -15 || -16 || -17 || -18 || -19 || -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
=== Sword ===&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Crit Chance !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 3-5    || +2          || 20          || 10 ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    || +3          || 20          || 15 || 30       || 2      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          || 20          || 20 || 60       || 3      || 3        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat Knife ===&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s. Whilst weaker than the Sword, it is highly accurate and has a higher innate crit chance.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Crit Chance !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 2-4    || +3          || 20          || 20        ||        ||          || ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 3-8    || +5          || 20          || 20       || 10      || 1         || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arc Thrower ===&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage (Mech. Only) !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic (Mk1) || 2-5    ||           || 5          ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic (Mk2) || 4-9    ||           || 5          || 25       || 1      || 3        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma (Mk3) || 7-12   ||           || 10         || 50       || 1      || 5        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sawed-off Shotgun ===&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 5-9    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 8-16   || +5          ||           || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2    ||3    ||4    ||5    ||6    ||7    ||8   ||9 &lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || 40 || 20 || 0 || -20 || -40 || -80 || -100 || -100 || MAX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Pistol ===&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier, Leaders also have an ability allowing them to hand a pistol to friendly escapees.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 1-4    || +1          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 2-5    || +1          || +5        || 5        ||        || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 3-6    || +2          ||           || 10       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 4-7    || +2          ||           || 15       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 5-8    || +3          ||           || 20       || 2      || 3        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=74082</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=74082"/>
		<updated>2017-01-27T11:55:28Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Arc Thrower */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== SMG ===&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
Using an SMG increases the soldier&#039;s Mobility by 3, and reduces enemy detection radius for that soldier by 20%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 2-4    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3-6    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4-7    || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5-10   || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6-11   || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shotgun ===&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 3-8    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-11   || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-13   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-16   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 8-17   || +8          ||           || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5 ||6 ||7 ||8 ||9   ||10  ||11   ||12   ||13   ||14   ||15   ||16   ||17   ||18   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 3-5    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-7    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-11   || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cannon ===&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s. They have very high up-front damage compared to most weapons, and excel at suppressing enemies.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 4-6    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 5-8    || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-11   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 7-14   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 10-16  || +6          ||           || 80       || 4      || 15       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2   ||3 ||4 ||5  ||6 ||7 ||8 ||9 ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || -10 || -5 ||0 ||5 ||10 ||8 ||6 ||4 ||2 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifle ===&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 4-6    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 5-8    || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-11   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 7-14   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 9-15   || +6          ||           || 80       || 4      || 15       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2    ||3    ||4    ||5    ||6    ||7    ||8   ||9   ||10   ||11-20&lt;br /&gt;
|            22   ||23   ||24   ||25   ||26   ||27   ||28   ||29  ||30  ||31   ||32   ||33   ||34   ||35  ||36   ||37   ||38   ||39   ||40   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || -30 || -27 || -24 || -21 || -18 || -15 || -12 || -9 || -6 || -3  ||0&lt;br /&gt;
           || -1  || -2  || -3  || -4  || -5  || -6  || -7  || -8 || -9 || -10 || -11 || -12 || -13 || 14 || -15 || -16 || -17 || -18 || -19 || -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
=== Sword ===&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 3-5    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    || +3          ||           || 30       || 2      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          ||           || 60       || 3      || 3        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat Knife ===&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s. Whilst weaker than the Sword, it is more accurate and has a higher innate crit chance.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Crit Chance Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 2-4    || +3          ||           || 20        || 20 ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 3-8    || +5          ||           || 20       || 25 || 1      ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arc Thrower ===&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage (Mech. Only) !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic (Mk1) || 2-5    ||           || 5          ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic (Mk2) || 4-9    ||           || 5          || 25       || 1      || 3        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma (Mk3) || 7-12   ||           || 10         || 50       || 1      || 5        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sawed-off Shotgun ===&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 5-9    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 8-16   || +5          ||           || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2    ||3    ||4    ||5    ||6    ||7    ||8   ||9 &lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || 40 || 20 || 0 || -20 || -40 || -80 || -100 || -100 || MAX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Pistol ===&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier, Leaders also have an ability allowing them to hand a pistol to friendly escapees.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 1-4    || +1          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 2-5    || +1          || +5        || 5        ||        || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 3-6    || +2          ||           || 10       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 4-7    || +2          ||           || 15       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 5-8    || +3          ||           || 20       || 2      || 3        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=74080</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=74080"/>
		<updated>2017-01-27T11:32:27Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== SMG ===&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
Using an SMG increases the soldier&#039;s Mobility by 3, and reduces enemy detection radius for that soldier by 20%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 2-4    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3-6    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4-7    || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5-10   || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6-11   || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shotgun ===&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 3-8    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-11   || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-13   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-16   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 8-17   || +8          ||           || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5 ||6 ||7 ||8 ||9   ||10  ||11   ||12   ||13   ||14   ||15   ||16   ||17   ||18   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 3-5    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-7    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-11   || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cannon ===&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s. They have very high up-front damage compared to most weapons, and excel at suppressing enemies.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 4-6    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 5-8    || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-11   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 7-14   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 10-16  || +6          ||           || 80       || 4      || 15       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2   ||3 ||4 ||5  ||6 ||7 ||8 ||9 ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || -10 || -5 ||0 ||5 ||10 ||8 ||6 ||4 ||2 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifle ===&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 4-6    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 5-8    || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-11   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 7-14   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 9-15   || +6          ||           || 80       || 4      || 15       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2    ||3    ||4    ||5    ||6    ||7    ||8   ||9   ||10   ||11-20&lt;br /&gt;
|            22   ||23   ||24   ||25   ||26   ||27   ||28   ||29  ||30  ||31   ||32   ||33   ||34   ||35  ||36   ||37   ||38   ||39   ||40   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || -30 || -27 || -24 || -21 || -18 || -15 || -12 || -9 || -6 || -3  ||0&lt;br /&gt;
           || -1  || -2  || -3  || -4  || -5  || -6  || -7  || -8 || -9 || -10 || -11 || -12 || -13 || 14 || -15 || -16 || -17 || -18 || -19 || -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
=== Sword ===&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 3-5    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    || +3          ||           || 30       || 2      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          ||           || 60       || 3      || 3        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat Knife ===&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s. Whilst weaker than the Sword, it is more accurate and has a higher innate crit chance.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Crit Chance Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 2-4    || +3          ||           || 20        || 20 ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 3-8    || +5          ||           || 20       || 25 || 1      ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arc Thrower ===&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic (Mk1) || 2-5    ||           || 5          ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic (Mk2) || 4-9    ||           || 5          || 25       || 1      || 3        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma (Mk3) || 7-12   ||           || 10         || 50       || 1      || 5        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sawed-off Shotgun ===&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 5-9    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 8-16   || +5          ||           || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2    ||3    ||4    ||5    ||6    ||7    ||8   ||9 &lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || 40 || 20 || 0 || -20 || -40 || -80 || -100 || -100 || MAX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Pistol ===&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier, Leaders also have an ability allowing them to hand a pistol to friendly escapees.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 1-4    || +1          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 2-5    || +1          || +5        || 5        ||        || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 3-6    || +2          ||           || 10       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 4-7    || +2          ||           || 15       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 5-8    || +3          ||           || 20       || 2      || 3        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=74073</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=74073"/>
		<updated>2017-01-27T11:13:20Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Arc Thrower */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sword ==&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 3-5    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    || +3          ||           || 30       || 2      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          ||           || 60       || 3      || 3        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ==&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 2-4    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 3-8    || +5          ||           || 10       || 1      ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
All SMGs provide 3 mobility and reduced detection radius&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 2-4    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3-6    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4-7    || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5-10   || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6-11   || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 3-8    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-11   || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-13   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-16   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 8-17   || +8          ||           || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5 ||6 ||7 ||8 ||9   ||10  ||11   ||12   ||13   ||14   ||15   ||16   ||17   ||18   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 3-5    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-7    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-11   || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 4-6    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 5-8    || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-11   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 7-14   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 10-16  || +6          ||           || 80       || 4      || 15       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2   ||3 ||4 ||5  ||6 ||7 ||8 ||9 ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || -10 || -5 ||0 ||5 ||10 ||8 ||6 ||4 ||2 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 4-6    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 5-8    || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-11   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 7-14   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 9-15   || +6          ||           || 80       || 4      || 15       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2    ||3    ||4    ||5    ||6    ||7    ||8   ||9   ||10   ||11-20&lt;br /&gt;
|            22   ||23   ||24   ||25   ||26   ||27   ||28   ||29  ||30  ||31   ||32   ||33   ||34   ||35  ||36   ||37   ||38   ||39   ||40   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || -30 || -27 || -24 || -21 || -18 || -15 || -12 || -9 || -6 || -3  ||0&lt;br /&gt;
           || -1  || -2  || -3  || -4  || -5  || -6  || -7  || -8 || -9 || -10 || -11 || -12 || -13 || 14 || -15 || -16 || -17 || -18 || -19 || -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier, Leaders also have an ability allowing them to hand a pistol to friendly escapees.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 1-4    || +1          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 2-5    || +1          || +5        || 5        ||        || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 3-6    || +2          ||           || 10       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 4-7    || +2          ||           || 15       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 5-8    || +3          ||           || 20       || 2      || 3        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arc Thrower ==&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic (Mk1) || 2-5    ||           || 5          ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic (Mk2) || 4-9    ||           || 5          || 25       || 1      || 3        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma (Mk3) || 7-12   ||           || 10         || 50       || 1      || 5        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Shotgun ==&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 5-9    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 8-16   || +5          ||           || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Grenades_(XCOM2)&amp;diff=72382</id>
		<title>Template:Grenades (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Grenades_(XCOM2)&amp;diff=72382"/>
		<updated>2016-07-10T20:30:15Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || 0 || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients Organic enemies; reduces Aim and Mobility, and disables some abilities || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || 0 ||  0 || 5 || 1 || no || Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 6 || 2 || no || Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || 0 ||  0 || 4 || 1 || over time || Sets terrain &amp;amp; Organic enemies on fire (damage over time, disables some abilities) || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 4 || 2|| over time || Sets terrain &amp;amp; Organic enemies on fire (damage over time, disables some abilities) || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || 0 ||  0 || 3 || 2 || no || Creates acid pools, damaging enemies, destroying terrain, and doing damage over time || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 ||  0 || 3 || 4 || no || Creates acid pools, damaging enemies, destroying terrain, and doing damage over time || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || 6 || 12 || 0 ||  0 || 4 || 0 || no || Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || 0 ||  0 || 5 || 0 || no || Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense to units in cloud || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || 0 || 0 || ? || 0|| no || Grants Defense to units in cloud || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || 0 ||  0 || 5 || 2|| yes || Explodes when an enemy is within the blast radius || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
|}&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=65990</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=65990"/>
		<updated>2015-06-24T01:41:12Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Foundry Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Foundry.jpg&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new combat items and improvements to current items&lt;br /&gt;
|adjacency=[[Workshop (Long War)|Workshop]] &amp;lt;br&amp;gt;(+5% discount/refund)&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=200&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=18 &lt;br /&gt;
|quick credits=300&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|quick build time=9 &lt;br /&gt;
|maintenance=25&lt;br /&gt;
|power=6&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.&lt;br /&gt;
&lt;br /&gt;
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. &lt;br /&gt;
&lt;br /&gt;
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Foundry Projects ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | SHIV-Specific Upgrades&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Field Repairs&lt;br /&gt;
| Allows arc throwers to be used to repair SHIVS and MECs.&lt;br /&gt;
| 15&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mechanized Unit Defenses&lt;br /&gt;
| Unlocks the &#039;&#039;Core Armoring&#039;&#039; and &#039;&#039;Alloy Carbide Plating&#039;&#039; items for MECs and SHIVs to increase their defensive capabilities.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Body Armor&lt;br /&gt;
| §150&lt;br /&gt;
| 60&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 2x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sentinel Drone&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Repair Servos&#039;&#039; and &#039;&#039;Close Combat Specialist&#039;&#039; perk.&lt;br /&gt;
| 50&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 1x Drone Wreck, &amp;lt;br /&amp;gt; 1x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Suppression&#039;&#039; perk, allowing them to use suppressing fire in combat. Also unlocks &#039;&#039;Advanced Suppression Module&#039;&#039;.&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Mechanical Unit Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| All SHIVs and MECs are granted the &#039;&#039;Sprinter&#039;&#039; perk upon completing the project. Unlocks &#039;&#039;Walker Servos&#039;&#039; for soldiers and &#039;&#039;Elerium Turbos&#039;&#039; for SHIVs.&lt;br /&gt;
| 45&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Mechtoid Core&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Changes the flamethrower to conduct panic rolls with a 80 will test, and unlocks the &#039;&#039;Incinerator Module&#039;&#039;.&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Grants all MECs the &#039;&#039;MEC Close Combat&#039;&#039; perk, increasing Kinetic Strike damage by 50%. In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC&#039;s turn.&lt;br /&gt;
| 50&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 7&lt;br /&gt;
| 8x Berserker Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items (railgun, stronger MEC suits, flamethrower, etc.).&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| Increases health of mechanized units (SHIV, MEC) by 3.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 25x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Weapon Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| Allows the use of alien grenades over HE Grenades, increases the damage of AP Grenades by 2, and increases the AOE of HE grenades by 40%.&amp;lt;br&amp;gt;Bonuses also apply to the MEC Grenade Launcher.&lt;br /&gt;
| 35&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x Alien Grenade (from live capture)&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Increases the ammo capacity of weapons by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 80&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Muton Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §80&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Unlocks &#039;&#039;Enhanced Beam Optics&#039;&#039;, which increases beam/pulse laser weapon damage by +1.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150&lt;br /&gt;
| 40&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| All plasma-tier weapons receive +1 base damage. Also unlocks &#039;&#039;Plasma Stellerator&#039;&#039;, which increases plasma weapon damage by +1.&lt;br /&gt;
| 120&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 0 &lt;br /&gt;
| 21&lt;br /&gt;
| 1x Plasma Dragon &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Quenchguns&lt;br /&gt;
| Doubles the DR reduction of gauss weapons to 0.67.&lt;br /&gt;
| 60&lt;br /&gt;
| Advanced Gauss Weapons&lt;br /&gt;
| §250&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 50&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Alien Carbine&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Pistol Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| Grants +8% critical hit chance to all pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §35&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rail Pistols&lt;br /&gt;
| Grants +8% aim to all pistols.&lt;br /&gt;
| 20&lt;br /&gt;
| Gauss Weapons&lt;br /&gt;
| §90&lt;br /&gt;
| 10&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Grants +1 base damage to all pistols.&lt;br /&gt;
| 35&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §145&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 1x Alien Pistol&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Material Recovery&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| Increases weapon fragment recovery by 20%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §200&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| Increases alien alloy recovery by 20%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 100&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| Increases elerium recovery by 20%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §500&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 150&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Aerospace Improvements&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage by 90 and armor penetration by 13.&lt;br /&gt;
| 50&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Miscellaneous&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV) and unlocks the &#039;&#039;Fuel Cell&#039;&#039; item.&lt;br /&gt;
| 50&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §325&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 5x Drone Wreck, &amp;lt;br /&amp;gt; 5x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 5x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Decreases soldier wound times by 30%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §600&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 12x Alien Stasis Tank,&amp;lt;br /&amp;gt; 12x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Base Security: Armor&lt;br /&gt;
| Any spare phalanx armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §20&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Base Security: Weapons&lt;br /&gt;
| Any spare laser rifles will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §40&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| XCOM can now use the arc thrower to capture enemy drones for the duration of the combat mission (100% chance to capture).&lt;br /&gt;
| 95&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 50x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| Increases the successful stun rate of the arc thrower in combat (57%/57%/57%/55%/48%/42%).&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §100&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Increases medikit healing by +3 HP per charge, and restorative mist healing by +2 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §180&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 7&lt;br /&gt;
| 20x Thin Man Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects.&lt;br /&gt;
| 30&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 30&lt;br /&gt;
| 50 &lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Psi Warfare Systems&lt;br /&gt;
| Like &#039;&#039;New Combat Systems&#039;&#039;, unlocks an assortment of psionic special equipment.&lt;br /&gt;
| 40&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x Sectoid Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%.&lt;br /&gt;
| 25&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x SCOPE&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
| 80&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Muton Elite Corpse&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Archer_(Long_War)&amp;diff=65613</id>
		<title>Archer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Archer_(Long_War)&amp;diff=65613"/>
		<updated>2015-06-14T01:20:53Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Class Archer (Long War).png|left|frame|64px|Archer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class. A super charged grenadier, with the ability to throw grenades over very large distances. This MEC is the closest thing that XCOM has to artillery support.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Bombard (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ HEAT Warheads (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Advanced Fire Control (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#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={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Sapper (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#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={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Packmaster (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Collateral Damage (Long War)|text=1}}&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={{ Danger Zone (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgt1={{ Grenadier (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Tandem Warheads (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Absorption Fields (Long War)|text=1}}&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;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 2 || 2 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 4 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 2 || 6 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 2 || 8 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 2 || 10 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 2 || 12 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 2 || 14 || 2(3)|| 14(-21)&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).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Intended Role:&#039;&#039;&#039; Long-range Offensive/Defensive Support&lt;br /&gt;
&lt;br /&gt;
The Archer is used to bombard enemies from afar with deadly and highly precise grenade throws. Its role is very much the same as the Rocketeer with the exception of it not needing a high aim for its grenades to hit at the expense of a somewhat lower maximum damage. Note some of these talents may affect proximity mines as well as grenades even though they are not listed in the description. This needs confirmation. &lt;br /&gt;
&lt;br /&gt;
The Archer could be called a mobile artillery unit. It is very good at dealing high splash damage over long distances with pinpoint accuracy , or flushing out enemies from fortified cover while being able to defend itself somewhat decently. It will, however, need the support of other units, or it will be destroyed rather quickly. Archers are ideal for supporting soldiers during EXALT-related operations, as they can even the odds (considering XCOM is usually outnumbered 3:1 or more) by denying cover to EXALT&#039;s forces, weakening them for followup shots and forcing them to reposition.&lt;br /&gt;
&lt;br /&gt;
With a rather low HP progression and a bit of a lack of defensive perks, an Archer MEC should generally be kept out of the line of fire. However, its starting perk &#039;&#039;&#039;Bombard&#039;&#039;&#039; makes up for its poor front-line potential.&lt;br /&gt;
&lt;br /&gt;
The Archer has one role which it does very well, but it has the perks to fill in other roles should the need arise. However, if you do not intend to use the Archer as a walking artillery piece, then it might not be the MEC you should get. If you want a MEC specialized in grenade launchers and destroying cover but with a bit more flexibility outside that role, look to the [[Shogun (Long War)|Shogun]], which lacks the Archer&#039;s range but has a few other advantages to balance it out.&lt;br /&gt;
&lt;br /&gt;
Remember to get the &#039;&#039;&#039;Alien Grenades&#039;&#039;&#039; Foundry project ASAP when using Archers, as it also significantly improves the firepower of the MEC Grenade Launcher.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shogun_(Long_War)&amp;diff=65612</id>
		<title>Shogun (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shogun_(Long_War)&amp;diff=65612"/>
		<updated>2015-06-14T01:18:48Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Class Shogun (Long War).png|left|frame|64px|Shogun]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Collateral Damage (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Sapper (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ HEAT Warheads (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#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={{ HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Grenadier (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#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={{ Advanced Fire Control (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Shock Absorbent Armor (Long War)|text=1}}&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={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Packmaster (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;-1 Mobility&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Light Em Up (Long War)|text=1}}&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;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 2 || 2 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 4 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 2 || 6 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 3 || 2 || 8 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 4 || 2 || 10 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 4 || 2 || 12 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 5 || 2 || 14 || 2(3)|| 14(-21)&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).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Intended Role:&#039;&#039;&#039; Mid-range Offensive/Defensive Support&lt;br /&gt;
&lt;br /&gt;
Fitting its name, the Shogun (&amp;quot;Warlord&amp;quot;) is - like the Engineer - a specialist when it comes to battlefield control, destroying enemy cover using &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; and &#039;&#039;&#039;Sapper&#039;&#039;&#039;. Whilst it doesn&#039;t have the raw range of the Archer, the Shogun can also act as a highly effective antimech platform using &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; to put the hurt on Mechtoids, Cyberdisks, and other mechanical foes. &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Grenadier&#039;&#039;&#039; also increase the number of grenade uses, allowing for sustained bombardment throughout longer missions.&lt;br /&gt;
&lt;br /&gt;
Unlike the Archer, the Shogun is a little more durable when it comes to defenses - but care should also be taken to protect it from enemy units that may also gain &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; via Alien Research; unfortunately, most of these enemies are also the kind that the Shogun excels in destroying. Consider using a more &#039;vulnerable&#039; and expendable SHIV to act as a close-range decoy.&lt;br /&gt;
&lt;br /&gt;
Remember to pick up the &#039;&#039;&#039;Alien Grenades&#039;&#039;&#039; Foundry project to increase the firepower of any MEC Grenade Launchers employed by the Shogun.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&amp;diff=65611</id>
		<title>Abilities List (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&amp;diff=65611"/>
		<updated>2015-06-14T01:02:39Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Normal Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
{{TOC hidden}}&lt;br /&gt;
&lt;br /&gt;
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]]. &lt;br /&gt;
&lt;br /&gt;
==Dev commentary==&lt;br /&gt;
From Amineri, regarding Mayhem (Oct 11, 2014):&lt;br /&gt;
&lt;br /&gt;
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.&lt;br /&gt;
&lt;br /&gt;
Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon&#039;s base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.&lt;br /&gt;
&lt;br /&gt;
Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.&lt;br /&gt;
&lt;br /&gt;
Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.&lt;br /&gt;
&lt;br /&gt;
Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case (basically follow&lt;br /&gt;
&lt;br /&gt;
==Normal Perks==&lt;br /&gt;
&lt;br /&gt;
===Absorption Fields===&lt;br /&gt;
    {{Absorption Fields (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Drone|Drone]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Sectopod|Sectopod]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]&lt;br /&gt;
===Adrenaline Surge ===&lt;br /&gt;
    {{Adrenaline Surge (Long War) |align=left |text=1}}&lt;br /&gt;
===Advanced Fire Control ===&lt;br /&gt;
    {{Advanced Fire Control (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]]&lt;br /&gt;
===Aggression  ===&lt;br /&gt;
    {{Aggression (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&lt;br /&gt;
===Automated Threat Assessment ===&lt;br /&gt;
    {{Automated Threat Assessment (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Battle Scanner ===&lt;br /&gt;
    {{Battle Scanner (Long War)|align=left |text=1}}&lt;br /&gt;
Available for: [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Body Shield ===&lt;br /&gt;
    {{Body Shield (Long War)|align=left |text=1}}&lt;br /&gt;
===Bombard ===&lt;br /&gt;
    {{Bombard (Long War)|align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&lt;br /&gt;
===Bring Em On ===&lt;br /&gt;
    {{Bring Em On (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Close Combat Specialist ===&lt;br /&gt;
    {{Close Combat Specialist (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Outsider|Outsider]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Close Encounters ===&lt;br /&gt;
    {{Close Encounters (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Marauder_(Long_War)|Marauder]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Uber_Ethereal|Uber Ethereal]]&lt;br /&gt;
===Collateral Damage ===&lt;br /&gt;
    {{Collateral Damage (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Combat Drugs ===&lt;br /&gt;
    {{Combat Drugs (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]]&lt;br /&gt;
===Concealment ===&lt;br /&gt;
    {{Concealment (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Scout_(Long_War)|Scout]]&lt;br /&gt;
===Covering Fire ===&lt;br /&gt;
    {{Covering Fire (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Gunner_(Long_War)|Gunner]], [[Infantry_(Long_War)|Infantry]], [[Guardian_(Long_War)|Guardian]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&lt;br /&gt;
===Damage Control ===&lt;br /&gt;
    {{Damage Control (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]&lt;br /&gt;
===Damn Good Ground ===&lt;br /&gt;
    {{Damn Good Ground (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Danger Zone ===&lt;br /&gt;
    {{Danger Zone (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Archer_(Long_War)|Archer]], [[Alien_Life_Forms_(Long_War)#Floater|Floater]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]&lt;br /&gt;
===Deadeye ===&lt;br /&gt;
    {{Deadeye (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Infantry_(Long_War)|Infantry]],  [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Dense Smoke ===&lt;br /&gt;
    {{Dense Smoke (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] &lt;br /&gt;
===Disabling Shot ===&lt;br /&gt;
    {{Disabling Shot (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Sniper_(Long_War)|Sniper]]&lt;br /&gt;
===Double Tap ===&lt;br /&gt;
    {{Double Tap (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Archer_(Long_War)|Archer]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Executioner  ===&lt;br /&gt;
    {{Executioner (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Marauder_(Long_War)|Marauder]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Thin_man|Thin man]], [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Ethereal|Ethereal]]   &amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Extra Conditioning ===&lt;br /&gt;
    {{Extra Conditioning (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]] &amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Field Medic ===&lt;br /&gt;
    {{Field Medic (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Field Surgeon ===&lt;br /&gt;
    {{Field Surgeon (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]]&lt;br /&gt;
===Fire In The Hole ===&lt;br /&gt;
    {{Fire In The Hole (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]]&lt;br /&gt;
===Fire Rocket ===&lt;br /&gt;
    {{Fire Rocket (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
===Flush  ===&lt;br /&gt;
    {{Flush (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Grenadier  ===&lt;br /&gt;
    {{Grenadier (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]],&lt;br /&gt;
===Gunslinger  ===&lt;br /&gt;
    {{Gunslinger (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Alien_Life_Forms_(Long_War)#Sectoid|Sectoid]], [[Alien_Life_Forms_(Long_War)#Seeker|Seeker]], [[Alien_Life_Forms_(Long_War)#Sectoid_Commander|Sectoid Commander]]&lt;br /&gt;
===HEAT Ammo ===&lt;br /&gt;
    {{HEAT Ammo (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]], [[Valkyrie_(Long_War)|Valkyrie]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]],  [[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]], [[Alien_Life_Forms_(Long_War)#Heavy_Floater|Heavy Floater]]&lt;br /&gt;
===HEAT Warheads ===&lt;br /&gt;
    {{HEAT Warheads (Long War) |align=left |text=1}}&lt;br /&gt;
*Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]], [[Alien_Life_Forms_(Long_War)#Muton|Muton]], [[Alien_Life_Forms_(Long_War)#Cyberdisc|Cyberdisc]]  , [[Alien_Life_Forms_(Long_War)#Muton_Elite|Muton Elite]]&lt;br /&gt;
===Hit And Run ===&lt;br /&gt;
    {{Hit And Run (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Holo-Targeting ===&lt;br /&gt;
    {{Holo-Targeting (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Gunner_(Long_War)|Gunner]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===In The Zone ===&lt;br /&gt;
    {{In The Zone (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Scout_(Long_War)|Scout]], [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]]&lt;br /&gt;
===Javelin Rockets ===&lt;br /&gt;
    {{Javelin Rockets (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Rocketeer_(Long_War)|Rocketeer]]&lt;br /&gt;
===Jetboot Module ===&lt;br /&gt;
    {{Jetboot Module (Long War) |align=left |text=1}}&lt;br /&gt;
===Killer Instinct ===&lt;br /&gt;
    {{Killer Instinct (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]]&lt;br /&gt;
===Light Em Up ===&lt;br /&gt;
    {{Light Em Up (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Lightning Reflexes ===&lt;br /&gt;
    {{Lightning Reflexes (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Lock N Load ===&lt;br /&gt;
    {{Lock N Load (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Lone Wolf ===&lt;br /&gt;
    {{Lone Wolf (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Low Profile ===&lt;br /&gt;
    {{Low Profile (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Mayhem  ===&lt;br /&gt;
    {{Mayhem (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]] &lt;br /&gt;
===One For All ===&lt;br /&gt;
    {{One For All (Long War) |align=left |text=1}}&lt;br /&gt;
===Opportunist  ===&lt;br /&gt;
    {{Opportunist (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]], [[Guardian_(Long_War)|Guardian]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Packmaster  ===&lt;br /&gt;
    {{Packmaster (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Paramedic  ===&lt;br /&gt;
    {{Paramedic (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Medic_(Long_War)|Medic]]&lt;br /&gt;
===Platform Stability ===&lt;br /&gt;
    {{Platform Stability (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Guardian_(Long_War)|Guardian]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Precision Shot ===&lt;br /&gt;
    {{Precision Shot (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Sniper_(Long_War)|Sniper]]&lt;br /&gt;
===Ranger  ===&lt;br /&gt;
    {{Ranger (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[Engineer_(Long_War)|Engineer]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Rapid Fire ===&lt;br /&gt;
    {{Rapid Fire (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Pathfinder_(Long_War)|Pathfinder]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Rapid Reaction ===&lt;br /&gt;
    {{Rapid Reaction (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Valkyrie_(Long_War)|Valkyrie]]&lt;br /&gt;
===Reactive Targeting Sensors ===&lt;br /&gt;
    {{Reactive Targeting Sensors (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Marauder_(Long_War)|Marauder]], [[Valkyrie_(Long_War)|Valkyrie]], [[Archer_(Long_War)|Archer]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Ready For Anything ===&lt;br /&gt;
    {{Ready For Anything (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Repair  ===&lt;br /&gt;
    {{Repair (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:   [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
===Repair Servos ===&lt;br /&gt;
    {{Repair Servos (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[MEC_Trooper_(Long_War)|All MEC Troopers]]&lt;br /&gt;
===Resilience  ===&lt;br /&gt;
    {{Resilience (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]]&lt;br /&gt;
===Revive  ===&lt;br /&gt;
    {{Revive (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Medic_(Long_War)|Medic]]&lt;br /&gt;
===Run and Gun ===&lt;br /&gt;
    {{Run and Gun (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]],  [[Marauder_(Long_War)|Marauder]]&lt;br /&gt;
===Sapper  ===&lt;br /&gt;
    {{Sapper (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Savior  ===&lt;br /&gt;
    {{Savior (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Medic_(Long_War)|Medic]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Sentinel  ===&lt;br /&gt;
    {{Sentinel (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Gunner_(Long_War)|Gunner]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Sentinel Module ===&lt;br /&gt;
    {{Sentinel Module (Long War) |align=left |text=1}}&lt;br /&gt;
===Sharpshooter  ===&lt;br /&gt;
    {{Sharpshooter (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Sniper_(Long_War)|Sniper]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Shock Absorbent Armor ===&lt;br /&gt;
    {{Shock Absorbent Armor (Long War) |align=left |text=1}}&lt;br /&gt;
Available for: [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Shock And Awe ===&lt;br /&gt;
    {{Shock And Awe (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]]&lt;br /&gt;
===Shredder Ammo ===&lt;br /&gt;
    {{Shredder Ammo (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:   [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Valkyrie_(Long_War)|Valkyrie]], [[Jaeger_(Long_War)|Jaeger]], [[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
===Smoke And Mirrors ===&lt;br /&gt;
    {{Smoke And Mirrors (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
===Smoke Grenade ===&lt;br /&gt;
    {{Smoke Grenade (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
===Snapshot  ===&lt;br /&gt;
    {{Snapshot (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]]&lt;br /&gt;
===Sprinter ===&lt;br /&gt;
    {{Sprinter (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Scout_(Long_War)|Scout]], [[Medic_(Long_War)|Medic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Squadsight  ===&lt;br /&gt;
    {{Squadsight (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Sniper_(Long_War)|Sniper]], [[Jaeger_(Long_War)|Jaeger]], [[Pathfinder_(Long_War)|Pathfinder]]&lt;br /&gt;
===Steadfast  ===&lt;br /&gt;
    {{Steadfast (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Medic_(Long_War)|Medic]], [[Marauder_(Long_War)|Marauder]], [[Goliath_(Long_War)|Goliath]], [[Guardian_(Long_War)|Guardian]]&lt;br /&gt;
===Suppression  ===&lt;br /&gt;
    {{Suppression (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Medic_(Long_War)|Medic]], [[Engineer_(Long_War)|Engineer]],&lt;br /&gt;
===Tactical Sense ===&lt;br /&gt;
    {{Tactical Sense (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]],&lt;br /&gt;
===Tandem Warheads ===&lt;br /&gt;
    {{Tandem Warheads (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Rocketeer_(Long_War)|Rocketeer]], [[Engineer_(Long_War)|Engineer]], [[Archer_(Long_War)|Archer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Can be randomly switched with other perks by Training Roulette.&lt;br /&gt;
===Vital Point Targeting ===&lt;br /&gt;
    {{Vital Point Targeting (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]],  [[Sniper_(Long_War)|Sniper]], [[Scout_(Long_War)|Scout]], [[MEC_Trooper_(Long_War)|All MEC Troopers]]&lt;br /&gt;
===Will To Survive===&lt;br /&gt;
    {{Will To Survive (Long War) |align=left |text=1}}&lt;br /&gt;
Available for:  [[Assault_(Long_War)|Assault]], [[Infantry_(Long_War)|Infantry]], [[Rocketeer_(Long_War)|Rocketeer]], [[Gunner_(Long_War)|Gunner]], [[Engineer_(Long_War)|Engineer]]&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(see also: [[Gene_Mods_%28Long_War%29|Gene Mods]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Adaptive Bone Marrow===&lt;br /&gt;
    {{Adaptive Bone Marrow (Long War) |align=left |text=1}}&lt;br /&gt;
===Adrenal Neurosympathy===&lt;br /&gt;
    {{Adrenal Neurosympathy (Long War) |align=left |text=1}}&lt;br /&gt;
===Bioelectric Skin ===&lt;br /&gt;
    {{Bioelectric Skin (Long War)|align=left |text=1}}&lt;br /&gt;
===Depth Perception ===&lt;br /&gt;
    {{Depth Perception (Long War) |align=left |text=1}}&lt;br /&gt;
===Hyper-Reactive Pupils ===&lt;br /&gt;
    {{Hyper-Reactive Pupils (Long War) |align=left |text=1}}&lt;br /&gt;
===Iron Skin ===&lt;br /&gt;
    {{Iron Skin (Long War) |align=left |text=1}}&lt;br /&gt;
===Muscle Fiber Density ===&lt;br /&gt;
    {{Muscle Fiber Density (Long War) |align=left |text=1}}&lt;br /&gt;
===Neural Damping ===&lt;br /&gt;
    {{Neural Damping (Long War) |align=left |text=1}}&lt;br /&gt;
===Secondary Heart ===&lt;br /&gt;
    {{Secondary Heart (Long War) |align=left |text=1}}&lt;br /&gt;
===Smart Macrophages ===&lt;br /&gt;
    {{Smart Macrophages (Long War) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
==Officer Training==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(See also: [[Officers (Long War)|Officers]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Band Of Warriors ===&lt;br /&gt;
    {{Band Of Warriors (Long War)|align=left |text=1}}&lt;br /&gt;
===Esprit De Corps ===&lt;br /&gt;
    {{Esprit De Corps (Long War) |align=left |text=1}}&lt;br /&gt;
===Fortiores Una ===&lt;br /&gt;
    {{Fortiores Una (Long War) |align=left |text=1}}&lt;br /&gt;
===Into The Breach ===&lt;br /&gt;
    {{Into The Breach (Long War) |align=left |text=1}}&lt;br /&gt;
===Lead By Example ===&lt;br /&gt;
    {{Lead By Example (Long War) |align=left |text=1}}&lt;br /&gt;
===Legio Patria Nostra ===&lt;br /&gt;
    {{Legio Patria Nostra (Long War) |align=left |text=1}}&lt;br /&gt;
===So Others May Live ===&lt;br /&gt;
    {{So Others May Live (Long War) |align=left |text=1}}&lt;br /&gt;
===So Shall You Fight ===&lt;br /&gt;
    {{So Shall You FIght (Long War) |align=left |text=1}}&lt;br /&gt;
===Semper Vigilans ===&lt;br /&gt;
    {{Semper Vigilans (Long War) |align=left |text=1}}&lt;br /&gt;
===Stay Frosty ===&lt;br /&gt;
    {{Stay Frosty (Long War) |align=left |text=1}}&lt;br /&gt;
===Combined Arms ===&lt;br /&gt;
    {{Combined Arms (Long War) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
==Psionic Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(See also: [[Psionic_(Long_War)|Psionics]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Distortion Field ===&lt;br /&gt;
    {{Distortion Field (Long War) |align=left |text=1}}&lt;br /&gt;
===Telekinetic Field ===&lt;br /&gt;
    {{Telekinetic Field (Long War) |align=left |text=1}}&lt;br /&gt;
===Mind Control ===&lt;br /&gt;
    {{Mind Control (Long War) |align=left |text=1}}&lt;br /&gt;
===Mind Merge ===&lt;br /&gt;
    {{Mind Merge (Long War) |align=left |text=1}}&lt;br /&gt;
===Mindfray ===&lt;br /&gt;
    {{Mindfray (Long War) |align=left |text=1}}&lt;br /&gt;
===Neural Feedback ===&lt;br /&gt;
    {{Neural Feedback (Long War) |align=left |text=1}}&lt;br /&gt;
===Psi Inspiration ===&lt;br /&gt;
    {{Psi Inspiration (Long War) |align=left |text=1}}&lt;br /&gt;
===Psi Panic ===&lt;br /&gt;
    {{Psi Panic (Long War) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
===Psychokinetic Strike ===&lt;br /&gt;
    {{Psychokinetic Strike (Long War) |align=left |text=1}}&lt;br /&gt;
===Regen Biofield ===&lt;br /&gt;
    {{Regen Biofield (Long War) |align=left |text=1}}&lt;br /&gt;
===Rift  ===&lt;br /&gt;
    {{Rift (Long War) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=65610</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=65610"/>
		<updated>2015-06-14T00:53:52Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Explosives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Weapons_Long_War.png|left|192px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Long War makes several changes to weapons:&lt;br /&gt;
&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Tiers==&lt;br /&gt;
===Conventional/Ballistic===&lt;br /&gt;
These are the basic weapons you start with - and whilst they&#039;re okay to begin with, they&#039;re not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Beam Lasers===&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers. They also have a little more firepower than Ballistic weapons, but it still won&#039;t be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in Long War the expenses for gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Gauss===&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry.  In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light &#039;em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can&#039;t obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM ballistic weapon models. &lt;br /&gt;
&lt;br /&gt;
Gauss weapons also are able to pierce enemy damage reduction (DR). Specifically, they nullify 0.34 enemy DR, which means that there is a 34% chance of nullifying one point of enemy DR. This amount is doubled upon researching the &#039;&#039;Quenchguns&#039;&#039; foundry project.&lt;br /&gt;
&lt;br /&gt;
===Pulse Lasers===&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry from vanilla.&lt;br /&gt;
&lt;br /&gt;
===Plasma===&lt;br /&gt;
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you&#039;ll have to stun and capture aliens for every weapon you want to build. Plasma weapons have the same models as the weapons either used by the aliens or made by XCOM like the Sniper Rifle.&lt;br /&gt;
Since b15e, Plasma Weapons also carry special effects, making them more unique like in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: &#039;&#039;&#039;SHIV/MEC Primary Weapons&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Light Machine Guns&#039;&#039;&#039; and &#039;&#039;&#039;Shotguns&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;, &#039;&#039;&#039;Marksman/Sniper rifles&#039;&#039;&#039; and &#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Assault Rifles&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Carbines&#039;&#039;&#039; and &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039;. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns&#039; damage is severely impeded by damage reduction.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pistols&#039;&#039;&#039; === &lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pistol Long War.png|center|128x64px]]&#039;&#039;&#039;Pistol&#039;&#039;&#039; ||  1-3 (2) || 0% || 3-4 || 0 || 0 || 2+1 || 30 || {{No Icon}} ||Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0 ||None ||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Pistol Long War.png|center|128x64px]] &#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || +6 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer|| 15|| Beam weapons || 30 || 4 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Pistol Long War.png|center|128x64px]] &#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; || 3-5 (4) || 0% || 5-7 || 0 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90|| Compact Plasma Weapons || 120 || 15 || 30 || 2 || 12 || 1x Alien Pistol &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;=== &lt;br /&gt;
A more damaging sidearm, but at the cost of added weight and decreased aim when drawn. Machine Pistols also tend to have very limited ammo. Useful for a Gunslinger soldier to finish off targets.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Machine pistol Long War.png|center|128x64px]]&#039;&#039;&#039;Machine Pistol&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || -8 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0|| None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heater Long War.png|center|128x64px]]&#039;&#039;&#039;Heater&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || -2 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 15|| Beam weapons  || 25 || 5 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Autopistol Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Autopistol&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || -8 || -1 || 3+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger&amp;lt;br /&amp;gt;Nullifies 0.34 enemy DR || All except Gunner and Rocketeer || 35 || Gauss Weapons || 40 || 8 || 3 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Blaster Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster&#039;&#039;&#039;  || 4-6 (5) || 8% || 6-9 || -8 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 60 || Pulse Lasers || 80 || 18 || 16 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Mauler Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Mauler&#039;&#039;&#039;  || 4-8 (6) || 0% || 8-11 || -8 || -1* || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90 || Compact Plasma Weapons || 200 || 50 || 32 || 2 || 12 || 1x Alien Pistol&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SMGs&#039;&#039;&#039;=== &lt;br /&gt;
SMGs confer +3 mobility bonus and have the lowest damage and crit chance of all the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy. They&#039;re very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers. Scouts, who might use the added mobility usually require something that packs a punch, like a Shotgun or any Rifle.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | SMGs&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:SMG Long War.png|center|128x64px]]&#039;&#039;&#039;Submachine Gun&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 0|| None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Shatterray Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Shatterray&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || +6 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam Weapons || 30 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Stuttergun Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Stuttergun&#039;&#039;&#039; || 4-6 (5) || 0% || 6-9 || 0 || +3 || 3+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 35 || Gauss Weapons || 65 || 12 || 4 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Stengun Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Stengun&#039;&#039;&#039; || 4-8 (6) || 8% || 8-11 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 62 || Pulse Lasers || 120 || 20 || 20 || 0 ||12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Stormgun Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stormgun&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || +4* || 2+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 200 || 60 || 40 || 2 || 12 || 1x Alien Carbine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Carbines&#039;&#039;&#039;===&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus.  They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Assault Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Assault Carbine&#039;&#039;&#039; || 2-4 (3) || 4% || 4-5 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Carbine&#039;&#039;&#039; || 3-5 (4) || 4% || 5-7 || +12 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 35 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Carbine&#039;&#039;&#039; || 4-6 (5) || 4% || 6-9 || +6 || +1 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 35 || Gauss Weapons || 80 || 16 || 5 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039; || 4-8 (6) || 12% || 8-11 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 63 || Pulse Lasers || 180 || 20 || 30 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Carbine&#039;&#039;&#039; || 5-9 (7) || 4% || 9-12 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || Grants +6 Defense || All || 90 || Plasma Weapons || 250 || 50 || 40 || 2 || 12 || 1x Alien Carbine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;===&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They have a respectable balance of firepower and accuracy.&amp;lt;br&amp;gt;&lt;br /&gt;
The Arc Rifle is a special Rifle that grants Disabling Shot with the regular 2-turn cooldown. It has low damage and ammo capacity. Useful early on for raiding small UFO&#039;s with capable soldiers and plenty of arc thrower uses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Assault Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Assault Rifle&#039;&#039;&#039; || 3-5 (4) || 8% || 5-7 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Rifle&#039;&#039;&#039; || 4-6 (5) || 8% || 6-9 || +6 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 45 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039; || 4-8 (6) || 8% || 8-11 || 0 || 0 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 38 || Gauss Weapons || 90 || 24 || 6 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039; || 5-9 (7) || 16% || 9-12 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 65 || Pulse Lasers || 200 || 30 || 30 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039; || 6-10 (8) || 8% || 10-14 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || +1.5 Crit Damage on biological Units || Infantry, Assault, Scout, Medic, Engineer|| 95 || Advanced Plasma Weapons || 350 || 70 || 50 || 3 || 14 || 1x Alien Rifle&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; || 1-3 (2) || 0% || 3-4 || +10 || 0 || 2+1 || 30 || {{Yes Icon}} || Grants Disabling Shot, Short-range accuracy penalty || All except Gunners and Rocketeers || 25 || Xenoneurology &amp;lt;br/&amp;gt; New Combat Systems || 60 || 5 || 5 || 0 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;===&lt;br /&gt;
Heavy Rifles are the more powerful counterpart to assault rifles. Compared to assault rifles, they provide +1 base damage and -1 mobility, as well as a -10 aim penalty after moving or taking any costly (blue) actions until the beginning of the next turn. They are best used by experienced soldiers who can aim well enough to offset the penalty when necessary and make good use of the extra damage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;19&amp;quot; | Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Battle Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039; || 4-6 (5) || 8% || 6-9 || 0 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Laser Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Laser Rifle&#039;&#039;&#039; || 4-8 (6) || 8% || 8-11 || +6 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 20 || Advanced Beam Lasers || 45 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Gauss Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Gauss Rifle&#039;&#039;&#039; || 5-9 (7) || 8% || 9-12 || 0 || -1 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || Infantry, Assault, Scout, Medic, Engineer || 45 || Advanced Gauss Weapons || 100 || 25 || 8 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Pulse Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Pulse Rifle&#039;&#039;&#039; || 6-10 (8) || 16% || 10-14 || 0 || -1 || 3+1|| 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 67 || Advanced Pulse Lasers || 200 || 30 || 35 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Heavy Plasma Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Plasma Rifle&#039;&#039;&#039; || 7-11 (9) || 8% || 11-16 || 0 || -1 || 3+1 || 30 || {{Yes Icon}} || +1 Damage when steadied || Infantry, Assault, Scout, Medic, Engineer || 105 || Heavy Plasma Weapons || 350 || 70 || 50 || 3 || 18 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Shotguns&#039;&#039;&#039;===&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range.  Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close, like Assault and Scout soldiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sawed-off shotgun, a point-blank range, high damage sidearm with -1 mobility.  It has only one shot, and this cannot be increased by ammo capacity upgrades.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shotgun Long War.png|center|128x64px]]&#039;&#039;&#039;Shotgun&#039;&#039;&#039; || 4-8 (6) || 16% || 8-11 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sawed-off Shotgun Long War.png|center|128x64px]]&#039;&#039;&#039;Sawed-Off Shotgun&#039;&#039;&#039; || 4-8 (6) || 4% || 8-11 || -12 || -1 || 1 || 1 || {{No Icon}} || Sidearm. Confers -1 mobility. &amp;lt;br&amp;gt; Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || 1 || None || 0 || 0 || 0 || 0 || 1 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Scatter Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039; || 5-9 (7) || 16% || 9-12 || +6 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 18 || Advanced Beam Weapons || 50 || 6 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Cannon&#039;&#039;&#039; || 6-10 (8) || 16% || 10-14 || 0 || 0 || 5+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&amp;lt;br&amp;gt;Nullifies 0.34 enemy DR&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 40 || Advanced Gauss Weapons || 130 || 36 || 15 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Scatter Blaster Long War.png|center|128x64px]]&#039;&#039;&#039;Scatter Blaster&#039;&#039;&#039; || 7-11 (9) || 24% || 11-16 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer || 65 || Advanced Pulse Weapons || 250 || 30 || 40 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reflex Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Reflex Cannon&#039;&#039;&#039; || 7-13 (10) || 16% || 13-18 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty &amp;lt;br&amp;gt; +1.5 Crit Damage at close Range&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer || 102 || Advanced Plasma Weapons || 450 || 70 || 50 || 4 || 18 || 1x Alien Rifle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sniper Rifles&#039;&#039;&#039;===&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not taken a costly action, including reloading, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don&#039;t have snapshot training).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039; || 4-6 (5) || 20% || 6-9 || 0 || -1 || 5+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 0 ||None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sniper Rifle&#039;&#039;&#039; || 4-8 (6) || 20% || 8-11 || +6 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 18 || Advanced Beam Weapons || 50 || 8 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Long Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Long Rifle&#039;&#039;&#039; || 5-9 (7) || 20% || 9-12 || 0 || -2 || 1+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty&amp;lt;br&amp;gt;Grants HEAT Ammo perk.&amp;lt;br&amp;gt;Halves the hardened crit penalty&amp;lt;br&amp;gt;Nullifies 0.34 enemy DR || Sniper || 40 || Advanced Gauss Weapons || 200 || 30 || 15 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Sniper Rifle&#039;&#039;&#039; || 6-10 (8) || 28% || 10-14 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 65 || Advanced Pulse Lasers || 250 || 40 || 40 || 0|| 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Sniper Rifle&#039;&#039;&#039; || 7-11 (9) || 20% || 11-16 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty&amp;lt;br&amp;gt;+1.5 Crit Damage at extreme Range || Sniper || 105 || Precision Plasma Weapons || 450 || 80 || 70 || 3 || 18 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Marksman Rifles&#039;&#039;&#039;===&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles nonetheless can be fired after moving.  Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can  fire reaction shots up to their maximum range, and with Precision Shot they have unlimited range.&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman Rifles are better suited to close-quarters maps where mobility is essential.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Marksman Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039; || 4-6 (5) || 12% || 6-9 || 0 || 0 || 5+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 0 ||None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Strike Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Strike Rifle&#039;&#039;&#039; || 4-8 (6) || 12% || 8-11 || +6 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 18 || Advanced Beam Lasers || 45 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Strike Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Strike Rifle&#039;&#039;&#039; || 5-9 (7) || 12% || 9-12 || 0 || 0 || 4+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty&amp;lt;br&amp;gt;Nullifies 0.34 enemy DR || Scout, Sniper || 45 || Advanced Gauss Weapons || 110 || 30 || 10 || 0 || 14 &lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Blaster Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster Rifle&#039;&#039;&#039; || 6-10 (8) || 20% || 10-14 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 67 || Advanced Pulse Lasers || 220 || 40 || 40 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reflex Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Reflex Rifle&#039;&#039;&#039; || 7-11 (9) || 12% || 11-16 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty&amp;lt;br&amp;gt;+1.5 Crit Damage on exposed Enemies|| Scout, Sniper || 102 || Precision Plasma Weapons || 400 || 70 || 50 || 4 || 18 || 1x Alien Rifle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SAWs&#039;&#039;&#039;===&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Squad Automatic Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SAW Long War.png|center|128x64px]]&#039;&#039;&#039;SAW&#039;&#039;&#039; || 4-6 (5) || 0% || 6-9 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 0 ||None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autolaser Long War.png|center|128x64px]]&#039;&#039;&#039;Autolaser&#039;&#039;&#039; || 4-8 (6) || 0% || 8-11 || +6 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 18 || Beam Weapons || 60 || 8 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Autorifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Autorifle&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || -1 || 7+2 || 30 || {{No Icon}} || Nullifies 0.34 enemy DR || Gunner || 38 || Gauss Weapons || 100 || 30 || 6 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Autoblaster Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Autoblaster&#039;&#039;&#039; || 6-10 (8) || 8% || 10-14 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 65 || Pulse Lasers || 230 || 40 || 40 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Novagun Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Novagun&#039;&#039;&#039; || 7-11 (9) || 0% || 11-16 || 0 || -1 || 6+2 || 30 || {{Yes Icon}} || - || Gunner || 98 || Advanced Plasma Weapons || 450 || 80 || 60 || 3 || 20 || 1x Alien Rifle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;LMGs&#039;&#039;&#039;===&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of the extra range. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&amp;lt;br&amp;gt;&lt;br /&gt;
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Light Machine Guns&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: LMG Long War.png|center|128x64px]]&#039;&#039;&#039;LMG&#039;&#039;&#039; || 4-8 (6) || 0% || 8-11 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gatling Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Gatling Laser&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || +6 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 18 || Beam weapons || 70 || 9 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Machine Gun Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Machine Gun&#039;&#039;&#039; || 6-10 (8) || 0% || 10-14 || 0 || -2 || 9+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight&amp;lt;br&amp;gt;Nullifies 0.34 enemy DR || Gunner || 45 || Gauss Weapons || 140 || 32 || 10 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gatling Pulser Long War.png|center|128x64px]]&#039;&#039;&#039;Gatling Pulser&#039;&#039;&#039; || 7-11 (9) || 8% || 11-16 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 70 || Pulse Lasers || 240 || 60 || 45 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Dragon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Dragon&#039;&#039;&#039; || 7-13 (10) || 0% || 13-18 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight&amp;lt;br&amp;gt;+1 Damage against flying units || Gunner || 105 || Heavy Plasma Weapons || 450 || 80 || 64 || 4 || 20 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Rocket Launchers&#039;&#039;&#039;===&lt;br /&gt;
Sometimes you just have to make a good first-time impression. Sometimes you just happen to not have the right key for a door. Sometimes you just want to give those aliens a running start on their way back - do not fret, Xcom have some portable rocket launchers for you!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rockets are fairly simple to use - pick your ability, aim and fire. There is always some guaranteed scatter which is limited by the soldier&#039;s Aim and Abilities. While mostly used by Rocketeers, Engineers also have the ability at later stages of the game to carry a rocket launcher. Carrying one forfeits your sidearm. For more information regarding rockets read below.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039; || 4-10 (7) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission || Rocketeer|| 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Recoilless Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Recoilless Rifle&#039;&#039;&#039; || 6-12 (9) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission&amp;lt;br /&amp;gt;Nullifies 0.34 enemy DR || Rocketeer|| 45 || Advanced Gauss Weapons || 100 || 50 || 10 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Blaster Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039; || 8-16 (12) || 0% || - || 0 || -2 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission || Rocketeer|| 110 || Fusion Weapons || 600 || 120 || 70 || 3 || 20 || 1x Fusion Core&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;MEC Primary Weapons&#039;&#039;&#039;===&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | MEC Primary Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Minigun Long War.png|center|128x64px]]&#039;&#039;&#039;Minigun&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || 0 || 2+1 || 36 (30) || {{No Icon}} || - || MEC || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Lance&#039;&#039;&#039; || 6-10 (8) || 0% || 10-14 || +6 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 20 || Advanced Beam Lasers&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 10 || 0 || 10 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Railgun Long War.png|center|128x64px]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; || 7-11 (9) || 0% || 11-16 || 0 || 0 || 4+1 || 36 (30) || {{No Icon}} || Nullifies 0.34 enemy DR, no suppression || MEC || 45 || Advanced Gauss Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 120 || 50 || 10 || 20 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Lance&#039;&#039;&#039; || 7-13 (10) || 8% || 13-18 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 65 || Advanced Pulse Lasers&amp;lt;br /&amp;gt;MEC Warfare Systems || 240 || 50 || 48 || 30 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Particle Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Particle Cannon&#039;&#039;&#039; || 8-14 (11) || 0% || 14-19 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || No suppression&amp;lt;br&amp;gt;+1 Damage against robotic Units || MEC || 105 || Heavy Plasma Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 450 || 80 || 80 || 40 || 14 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;MEC Secondary Weapons&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
With each upgrade of the MEC suit the number secondary weapon slots increases. As such, they can play a vital role in area control, squad support or neutralizing targets. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | MEC Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flamethrower Long War.png|center|128x64px]]&#039;&#039;&#039;Flamethrower&#039;&#039;&#039; || 3-5 || 0% || 5-7 || - || -1 || 2 || Cone || {{No Icon}} || Incendiary area attack causing panic:&amp;lt;br /&amp;gt;Will test against 50, 80 with Jellied Elerium upgrade. || MEC || 35 || MEC Warfare Systems || 150 || 0 || 0 || 30 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Restorative Mist Long War.png|center|128x64px]]&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039; || - || 0% || - || - || -1 || 1 || 17 || {{No Icon}} || Heals allies in an area || MEC || 28 || Thin Man Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 120 || 0 || 0 || 30 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Kinetic Strike Module Long War.png|center|128x64px]]&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039; || 9-15 || 0% || 15-21 || - || -1 || 8 || Melee || {{No Icon}} || Close combat weapon || MEC || 30 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 200 || 30 || 25 || 30 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Grenade Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; || 2-6 || 0% || 3-7 || - || -1 || 2 || 17 || {{No Icon}} || Indirect-fire Grenade Launcher || MEC || 30 || Gauss Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 150 || 25 || 0 || 30 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Proximity Mine Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Proximity Mine Launcher&#039;&#039;&#039; || 6-14 || 0% || - || - || -1 || 3 || 17 || {{No Icon}} || Fires Proximity Mines || MEC || 55 || Advanced Gauss Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 180 || 25 || 40 || 40 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Electro Pulse Long War.png|center|128x64px]]&#039;&#039;&#039;Electropulse&#039;&#039;&#039; || 3-9 (6) || 0% || - || - || -1 || 8 || 17 || {{No Icon}} || Stuns robots. 3 turn cooldown || MEC || 85 || EMP Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 180 || 30 || 50 || 50 || 14 || 1x Arc Thrower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SHIV Turrets&#039;&#039;&#039;===&lt;br /&gt;
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when in overwatch mode thanks to certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | SHIV Turrets &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autocannon Long War.png|center|128x64px]]&#039;&#039;&#039;Autocannon&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 0 || None  || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Laser&#039;&#039;&#039; || 6-10 (8) || 0% || 10-14 || +6 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 20 || Advanced Beam Lasers || 75 || 10 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sentry Gun Long War.png|center|128x64px]]&#039;&#039;&#039;Sentry Gun&#039;&#039;&#039; || 7-11 (9) || 0% || 11-16 || 0 || 0 || 4+1 || 30 || {{No Icon}} || Nullifies 0.34 enemy DR || SHIV || 40 || Gauss Weapons || 100 || 30 || 10 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Pulser Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Pulser&#039;&#039;&#039; || 7-13 (10) || 8% || 13-18 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 65 || Pulse Lasers || 300 || 50 || 50 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Plasma Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Plasma&#039;&#039;&#039;  || 8-14 (11) || 4%* || 14-19 || +8* || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 100 || Vehicular Plasma Weapons|| 450 || 80 || 70 || 4 || 21 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
This behaviour can be &#039;reverted&#039; to the original mechanics by taking the &#039;&#039;&#039;Tandem Warheads&#039;&#039;&#039; perk, which causes the perkholder&#039;s explosives do to full damage across their entire blast radius. The perk is normally available to [[Engineer (Long War)|Engineer]]s, [[Rocketeer (Long War)|Rocketeer]]s, and [[Archer (Long War)|Archer MEC]]s; it can sometimes be obtained on other classes via the &#039;&#039;Training Roulette&#039;&#039; Second Wave option.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.  Rockets can not change height through scatter.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. &amp;quot;Scatter&amp;quot; instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation.  Rockets can exceed even this degree of deviation, but the chance is negligible.&lt;br /&gt;
&lt;br /&gt;
Unblocked (no &amp;quot;Shot is Blocked&amp;quot; warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process.  If they encounter an allied or enemy pawn, they will detonate immediately. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=59929</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=59929"/>
		<updated>2014-10-12T12:55:21Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Terror */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For missions involving multiple UFOs, usually the last UFO needs to be defeated to foil the mission. Larger ship types become available for a mission only if the aliens have enough resources, and the final ship chosen will be a random selection of those available. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research, if they are strong then they could randomly send a Scout, Raider, Abductor or Terror Ship for the same mission. &lt;br /&gt;
&lt;br /&gt;
The aliens have a strategy in Long War, and tend to focus on geographic locations.  Expect to fight them the most in the continent where they lay their first base.  [http://forums.nexusmods.com/index.php?/topic/1692208-take-it-outside/page-13#entry16970104]&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Abductor&#039;&#039;&#039; or &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens research if successful.&lt;br /&gt;
&lt;br /&gt;
==Scout==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Fighter&#039;&#039;&#039; or &#039;&#039;&#039;Destroyer&#039;&#039;&#039; will fly around the target area.  Successful scouting missions are precursors to satellite hunter launches.  &lt;br /&gt;
&lt;br /&gt;
A scouts base chance of success on finding a satellite is 60%, 90% on the second pass.  (With the Stealth Satellite upgrade, this drops to 30/50%).  Damaging the scout will decrease its chances, 50% health being an automatic failure.&lt;br /&gt;
&lt;br /&gt;
==Harvest==&lt;br /&gt;
A &#039;&#039;&#039;Transport&#039;&#039;&#039;, &#039;&#039;&#039;Harvester&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039; or &#039;&#039;&#039;Scout&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens resources if successful.&lt;br /&gt;
&lt;br /&gt;
==Hunt==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area hunting satellites. This mission will destroy a satellite if successful. Damaging the UFO will reduce its chance of destroying a satellite at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
==Air Raid==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area bombing civilians. This mission will cause a lot of panic if successful. Damaging the UFO will reduce the amount of panic created at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
An unfettered air raid generates 8 panic in the country raided, in addition to the 2 panic added from ignoring the UFO.&lt;br /&gt;
&lt;br /&gt;
==Abduction==&lt;br /&gt;
An &#039;&#039;&#039;Abductor&#039;&#039;&#039; will fly to the target area and generate an [[Missions (Long War)#Alien Abductions|Abduction site]].  A successful abduction will increase panic in the country by 25, and panic across the continent by 20 (in all difficulties but normal).  Thwarting the abduction will decrease panic in the country by 2.&lt;br /&gt;
&lt;br /&gt;
==Terror==&lt;br /&gt;
A &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; or &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to the target area and generate a [[Missions (Long War)#Terror Site|Terror site]]. The aliens will terrorize the most panicked nation roughly 75% of the time. There is a limit of 2 terror missions per month, but they can be stacked at the end and beginning - unlucky commanders who have ceded many resources to the aliens may see as many as four in a short period of time.   Terror missions are resource-intensive, and keeping the aliens on their toes should limit their ability to generate them.&lt;br /&gt;
&lt;br /&gt;
Terror missions increase panic by +2 in the targeted country/+1 continent-wide per civilian killed, so these missions are always likely to see some benefit for the aliens.  Losing or ignoring the mission will cause the immediate construction of an Alien Base in the country, and increase panic continent-wide by 20.&lt;br /&gt;
&lt;br /&gt;
If the Terror Ship or Assault Carrier is badly damaged by XCOM interception attempts, it may abort its mission and return to base - though it&#039;s not easy without good craft and weapons. If forced to withdraw, the UFO will sharply change direction (generally doubling back towards its point of origin) and accelerate to maximum speed. Whilst further interception attempts are unlikely to catch  up with it (making UFOs on terror missions some of the hardest to actually shoot down), simply avoiding a potentially costly terror mission can be worth the initial risk.&lt;br /&gt;
&lt;br /&gt;
==Retaliation==&lt;br /&gt;
An &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to your base and immediately start an [[Missions (Long War)#XCOM Base Defence|XCOM Base Defence]] mission. The aliens can only field this mission if they have a lot of resources, and they will only do it if they consider XCOM a high threat (assaulting one of their bases will usually convince them of this, though sufficiently inconveniencing them before then will also do it).&lt;br /&gt;
&lt;br /&gt;
==Infiltration==&lt;br /&gt;
A &#039;&#039;&#039;Battleship&#039;&#039;&#039; and &#039;&#039;&#039;Transport&#039;&#039;&#039; will fly around the target area, followed by an &#039;&#039;&#039;Overseer&#039;&#039;&#039; inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. This mission requires a huge amount of resources from the aliens. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
==Command Overwatch==&lt;br /&gt;
An &#039;&#039;&#039;Overseer&#039;&#039;&#039; will fly around the target area, giving XCOM an opportunity to shoot down an Overseer.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=58631</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=58631"/>
		<updated>2014-08-09T06:15:15Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Cyberdisc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=3-20&lt;br /&gt;
|aim=65-115&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=5-105&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Confers +1 extra damage to all pistol type weapons. Furthermore eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3-56&lt;br /&gt;
|aim=60-100&lt;br /&gt;
|defense=0-20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12-14&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. 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.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-33&lt;br /&gt;
|aim=70-135&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=15-46&lt;br /&gt;
|move=15&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;|| &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;|| &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SHARPSHOOTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; || &#039;&#039;Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater (EU2012).png|125px]]&lt;br /&gt;
|hp=5-45&lt;br /&gt;
|aim=70-132&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=15-50&lt;br /&gt;
|move=15&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&amp;lt;br&amp;gt; Will end the Floater&#039;s turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File: Chryssalid.png|125px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
|damage=8-23&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by half, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Has a chance to apply acid to enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_2_(EU2012).png|125px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
|damage=7-14&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Zombie Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration*&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker 2 (EU2012).png|125px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch, or rarely attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Seeker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:STRANGLE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Strangle&#039;&#039;&#039; || &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Muton squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
| Opportunist&lt;br /&gt;
|-&lt;br /&gt;
| Heat Warheads&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their 20 HP pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it&#039;s close to that of a chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful PBAoE &#039;death blossom&#039; attack, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. &lt;br /&gt;
&lt;br /&gt;
The drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &amp;quot;Hardened&amp;quot; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Cyberdisk squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
[[Image:Mechtoid 2.png|right|thumb|The Mechtoid]]&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Mechtoid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Fire Control&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Fields&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Berserker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Neural Damping&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Heavy Floater squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Heat Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Close and Personal&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Mayhem&lt;br /&gt;
|-&lt;br /&gt;
| Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Sectopod squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Field&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=58628</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=58628"/>
		<updated>2014-08-09T06:09:02Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Seeker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=3-20&lt;br /&gt;
|aim=65-115&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=5-105&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Confers +1 extra damage to all pistol type weapons. Furthermore eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3-56&lt;br /&gt;
|aim=60-100&lt;br /&gt;
|defense=0-20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12-14&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. 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.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-33&lt;br /&gt;
|aim=70-135&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=15-46&lt;br /&gt;
|move=15&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;|| &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;|| &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SHARPSHOOTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; || &#039;&#039;Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater (EU2012).png|125px]]&lt;br /&gt;
|hp=5-45&lt;br /&gt;
|aim=70-132&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=15-50&lt;br /&gt;
|move=15&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&amp;lt;br&amp;gt; Will end the Floater&#039;s turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File: Chryssalid.png|125px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
|damage=8-23&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by half, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Has a chance to apply acid to enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_2_(EU2012).png|125px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
|damage=7-14&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Zombie Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration*&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker 2 (EU2012).png|125px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch, or rarely attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Seeker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:STRANGLE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Strangle&#039;&#039;&#039; || &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Muton squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
| Opportunist&lt;br /&gt;
|-&lt;br /&gt;
| Heat Warheads&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by drones. Cyberdiscs usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their 20 HP pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it&#039;s close to that of a chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful PBAoE, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire.&lt;br /&gt;
&lt;br /&gt;
One important note about the cyberdisc is that they only have the &amp;quot;Hardened&amp;quot; trait as long as they&#039;re closed.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Cyberdisk squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
[[Image:Mechtoid 2.png|right|thumb|The Mechtoid]]&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Mechtoid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Fire Control&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Fields&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Berserker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Neural Damping&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Heavy Floater squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Heat Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Close and Personal&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Mayhem&lt;br /&gt;
|-&lt;br /&gt;
| Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Sectopod squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Field&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=58527</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=58527"/>
		<updated>2014-08-07T12:21:27Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Destroyer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
One notable change to UFO behaviour in Long War is that UFOs can sometimes be forced to abort their missions by inflicting sufficient damage, without needing to shoot them down. For instance, if you detect an incoming Terror Ship and manage to damage it enough, then it may decide to evac instead of continuing on with its mission. UFOs may also seem to perform an emergency landing (not a crash) if sufficient damage is dealt.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate? &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate? &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy.&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Abductor, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=58526</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=58526"/>
		<updated>2014-08-07T12:20:49Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
One notable change to UFO behaviour in Long War is that UFOs can sometimes be forced to abort their missions by inflicting sufficient damage, without needing to shoot them down. For instance, if you detect an incoming Terror Ship and manage to damage it enough, then it may decide to evac instead of continuing on with its mission. UFOs may also seem to perform an emergency landing (not a crash) if sufficient damage is dealt.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate? &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate? &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy.&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Abductor, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=58525</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=58525"/>
		<updated>2014-08-07T12:13:39Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Chryssalid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=3-20&lt;br /&gt;
|aim=65-115&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=5-105&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Confers +1 extra damage to all pistol type weapons. Furthermore eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3-56&lt;br /&gt;
|aim=60-100&lt;br /&gt;
|defense=0-20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12-14&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. 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.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-33&lt;br /&gt;
|aim=70-135&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=15-46&lt;br /&gt;
|move=15&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;|| &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;|| &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SHARPSHOOTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; || &#039;&#039;Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater (EU2012).png|125px]]&lt;br /&gt;
|hp=5-45&lt;br /&gt;
|aim=70-132&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=15-50&lt;br /&gt;
|move=15&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&amp;lt;br&amp;gt; Will end the Floater&#039;s turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File: Chryssalid.png|125px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=0&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by half, which brings it considerably under the range a flashbang can be thrown. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Has a chance to apply acid to enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Although they do not have any aim statistics, melee attacks can never fail to hit their target.&lt;br /&gt;
*A Chryssalid squad leader&#039;s attack power will consistently scale up, enabling it to inflict up to 9 more damage in addition to any global Chryssalid damage upgrades (4 in total).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_2_(EU2012).png|125px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=0&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Zombie Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration*&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker 2 (EU2012).png|125px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Seeker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:STRANGLE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Strangle&#039;&#039;&#039; || &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Muton squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
| Opportunist&lt;br /&gt;
|-&lt;br /&gt;
| Heat Warheads&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by drones. Cyberdiscs usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their 20 HP pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Cyberdisk squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
[[Image:Mechtoid 2.png|right|thumb|The Mechtoid]]&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Mechtoid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Fire Control&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Fields&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard).&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Berserker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Neural Damping&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Heavy Floater squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Heat Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Close and Personal&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Mayhem&lt;br /&gt;
|-&lt;br /&gt;
| Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Sectopod squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Field&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=58523</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=58523"/>
		<updated>2014-08-07T12:00:44Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* MEC Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECS. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate Defense and have innate [[Damage (Long War)#Damage Reduction|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the Soldier roster on the base. Only soldiers with a rank of Specialist or above are eligible for MEC training; the higher the rank, the more abilities the MEC will start with.&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customised in ways that can suit any playstyle and offer greater tactical freedom, when setting up squads for missions.&amp;lt;br&amp;gt;&lt;br /&gt;
Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training, this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;One For All&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic Specialist-rank perk (such as &#039;&#039;Light &#039;Em Up&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed; as long as you have enough operators (barring injury) it would be possible to have a MEC on every mission. It should be noted, though, that suits are no longer recoverable; losing a MEC Trooper in battle means the suit is destroyed as well.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and they can be affected by things like Mindfray and Panic as a result. This is something to keep in mind when choosing which soldiers should be converted into a MEC trooper, as it can have catastrophic consequences if a MEC panics and runs into an exposed position or is mindcontrolled.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
&lt;br /&gt;
Like vanilla, there are three different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot and a mix of upgrade slots that come in two varieties - Secondary Weapon and Utility. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts. Note that this includes the devices that were exclusive to one another in vanilla: for example, you can equip both the Flamethrower &#039;&#039;and&#039;&#039; the Kinetic Punch at the same time. No &amp;quot;Flaming Rocket Punch&amp;quot;, though.&lt;br /&gt;
&lt;br /&gt;
As a result, the earlier MEC units are no longer &#039;&#039;completely&#039;&#039; obsoleted by the later models. Whilst having more secondary weapons can be a huge benefit to a team (given the indirect fire support potential of a Grenade Launcher, for instance) the operator also loses out on very useful utility and upgrade items such as ammo capacity (Autoloader), health (Alloy Belt) and accuracy (Weapon Gyros). Commanders may want to think twice before upgrading &#039;&#039;all&#039;&#039; of their suits to the Mark 3 Paladin model.&lt;br /&gt;
&lt;br /&gt;
Primary Weapons include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapons include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamer+Kinetic Strike) but in some cases, multiples of the &#039;&#039;same&#039;&#039; Secondary Weapon can be installed. This acts much like giving a soldier two grenades in both slots, and can allow MECs with Packmaster (such as the Shogun) to have extremely large special munition reserves - ideal for extremely long missions.&lt;br /&gt;
&lt;br /&gt;
Upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs such as the basic Autoloader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-1 Warden&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; +10 / &#039;&#039;&#039;Defense:&#039;&#039;&#039; +20 / &#039;&#039;&#039;Will:&#039;&#039;&#039; +10&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped one secondary weapon slot and two utility slots. The Mark I Warden is the first MEC suit you can acquire, and also the least durable, but its utility slots give operators a good &#039;early edge&#039; when Commanders don&#039;t need (or don&#039;t have the resources to produce) lots of secondary weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-2 Sentinel&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; +14 / &#039;&#039;&#039;Defense:&#039;&#039;&#039; +20 / &#039;&#039;&#039;Will:&#039;&#039;&#039; +15&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with two secondary weapon slots and two utility slots. The Mark II Sentinel chassis is tougher and effectively a straight upgrade over the Mark I Warden. It also provides its wearer with a slightly higher Will boost than the Mark I.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-3 Paladin&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; +18 / &#039;&#039;&#039;Defense:&#039;&#039;&#039; +20 / &#039;&#039;&#039;Will:&#039;&#039;&#039; +20&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with three secondary weapon slots and one utility slot, the Mark III Paladin sacrifices upgrades and secondary-utility equipment for the ability to bring a massive array of support weaponry. It also has the highest health of all MEC units and provides a little more Will than the prior models. It also grants the user the &#039;&#039;Tactical Senses&#039;&#039; perk, further increasing defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The Alloy Belt&#039;s HP bonus scales to the tier of the MEC instead of granting a flat HP boost, meaning that a Paladin suit will gain a much larger health increase compared to the Warden suit.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-3 Paladin will need a MEC-2 Sentinel chassis in order to be created, essentially converting the Sentinel into the Paladin. Fortunately, this is somewhat less Meld-intensive than vanilla MEC upgrading.&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. &lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reducton, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopod. Their Maximum health can be boosted, by quite a bit, with the Alloy belt upgrade, increasing its durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
The firepower MEC units bring to the table is also extremely helpful in EXALT missions, as a Shogun can make use of grenades to deny cover and proximity mines to &#039;trap&#039; groups (if any one member moves, then they all take damage!) whilst a high-ranking Pathfinder can rack up a sizeable bodycount using In The Zone.&lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
A good rule of thumb, when choosing which soldiers to convert into MEC Troopers, is that the MEC class variant will, In most cases, behave like the class which the Soldier was beforehand. This means, that the Soldier can retain the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Goliath, open up for more tactical diversity of a given class, or can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out, what sort of MEC you would want for your specific team.&lt;br /&gt;
&lt;br /&gt;
* The [[Jaeger (Long War)|Jaeger]] is created from the Sniper Class. &lt;br /&gt;
Jaegers receive Vital Point Targeting at first rank, and excel at singling out and destroying individual opponents regardless of their cover, especially if their target is already badly wounded. They are the only MEC class that can receive &#039;&#039;Squadsight&#039;&#039;, increasing their effective range by 20%. Whilst not as far-reaching as their base class, Jaegers can stand further back and shoot from a safer distance than most MECs.&lt;br /&gt;
&lt;br /&gt;
* The [[Pathfinder (Long War)|Pathfinder]] is created from the Scout Class. &lt;br /&gt;
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. They have the potential to be the fastest-moving class of all, with the correct perk choices. With the ability to receive &#039;&#039;In The Zone&#039;&#039; at the maximum rank, Pathfinders work extremely well in conjunction with a cover-destroying, enemy-weakening Shogun.&lt;br /&gt;
&lt;br /&gt;
* The [[Valkyrie (Long War)|Valkyrie]] is created from the Infantry Class. &lt;br /&gt;
The Valkyrie focuses on making maximum use of the MEC&#039;s main/primary weapon. By taking &#039;&#039;Shredder Ammo&#039;&#039;, Valkyries can set up tougher enemies for focus-fire kills, or even gun down certain opponents all by themselves - potentially putting three shots on a target in the span of one turn by using &#039;&#039;Rapid Fire&#039;&#039; in conjunction with &#039;&#039;Light &#039;Em Up&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The [[Marauder (Long War)|Marauder]] is created from the Assault Class. &lt;br /&gt;
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive &#039;&#039;Run &#039;n&#039; Gun&#039;&#039;. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.&lt;br /&gt;
&lt;br /&gt;
* The [[Goliath (Long War)|Goliath]] is created from the Gunner Class. &lt;br /&gt;
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the Tanking role mentioned above. Goliaths can also utilize &#039;&#039;HEAT Ammo&#039;&#039;, increasing their main-gun firepower against mechanical enemies.&lt;br /&gt;
&lt;br /&gt;
* The [[Archer (Long War)|Archer]] is created from the Rocketeer Class. &lt;br /&gt;
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren&#039;t as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With &#039;&#039;Packmaster&#039;&#039;, an Archer can bring a lot of powerful munitions to the fight.&lt;br /&gt;
&lt;br /&gt;
* The [[Guardian (Long War)|Guardian]] is created from the Medic Class. &lt;br /&gt;
The highly-mobile Guardian&#039;s upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having &#039;&#039;Packmaster&#039;&#039; as a basic ability also allows for fairly extensive use of explosive support equipment such as the Grenade Launcher or Proximity Mine Launcher, or close suppression weapons like the Flamethrower.&lt;br /&gt;
&lt;br /&gt;
* The [[Shogun (Long War)|Shogun]] is created from the Engineer Class. &lt;br /&gt;
The Shogun excels at battlefield control by deploying mines and using the &#039;&#039;Sapper&#039;&#039; and &#039;&#039;Collateral Damage&#039;&#039; skills to destroy enemy cover. They can also excel in an anti-armour role, as they can receive both HEAT Ammo and HEAT Warheads, making all of their weapons especially effective against mechanical opponents.&lt;br /&gt;
&lt;br /&gt;
== Absorption Fields ==&lt;br /&gt;
The Absorption Fields MEC perk has changed and integrated in to the Damage Reduction system. Absorption fields now work on the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields absorb up to 40% of the damage of a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after Shock Absorbent Armor, but before the MEC&#039;s built-in damage reduction and Damage Control perk.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=58518</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=58518"/>
		<updated>2014-08-07T10:20:48Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot. Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Items for XCom operatives&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Weight !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| § || [[Elerium (EU2012)| E ]] || [[Alien Alloys (EU2012)| A ]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt; T &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
|Alien Trophy || 1 || All || - || Grants immunity to panic, except Psi Panic || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Medikit || 1 || All || - || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Rocket || 2 || Rocketeer || - || Grants one additional rocket. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shredder Rocket || 2 || Rocketeer || - || Grants one additional shredder rocket. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Arc Thrower || 2 || All || Xenoneurology || Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 100 || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Smartgun Kit || 1 || Gunner || Experimental Warfare || Grants the Advanced Fire Control perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Bipod || 0 || Gunner || Experimental Warfare || Confers Platform Stability perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Suit || 1 || All || Seeker Autopsy || Grants +7 Defense once per mission. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Walker Servos || 0 || Assault || Advanced Servomotors || Grants +2 Mobility. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
|Ceramic Plating || 1 || All || - || Provides +1 Armor HP. Cannot be stacked with Chitin Plating. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Chitin Plating || 1 || All || Chryssalid Autopsy || Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with Ceramic Plating. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Reinforced Armor || 2 || All || Alien Materials || Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with Alloy Plating. || 70 || 0 || 10 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Plating || 1 || All || Alien Materials || Provides +2 Armor HP. || 50 || 0 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Thrown Devices&lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanner || 1 || All || - || Can be thrown to provide vision for two turns. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Mimic Beacon || 1 || All || ? || When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
|AP Grenade || 1 || All || - || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || 1 || All || - ||  Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.&amp;lt;br&amp;gt;Most synthetic/cybernetic and psionic enemies are immune.|| colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade || 1 || All || - || Confers +20 Defense to units in radius for two turns. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|HE Grenade || 1 || All || - || Deals 1-5 damage to units in blast radius and can destroy cover || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Alien Grenade || 1 || All || Alien Grenades || Deals ?-? damage to units in blast radius and can destroy cover  Replaces HE Grenade via Foundry Project.|| colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Chem Grenade || 1 || All || Thin Man Autopsy || Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim and damage reduction penalties. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Psi Grenade || 1 || Psionic || Xenopsionics || Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Grenade || 1 || Psionic || Xenopsionics || Grants stealth to units in an area for one turn. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Ammunition&lt;br /&gt;
|-&lt;br /&gt;
|Hi Cap Mags || 1 || All || - || +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shredder Ammo || 1 || Assault || Experimental Warfare || Grants the Shredder Ammunition perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Armor Piercing Ammo || 1 || Gunner || Experimental Warfare || Reduces enemy damage reduction (including that from cover) by 1. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Breaching Ammo || 1 || Assault || Experimental Warfare || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Reaper Rounds || 1 || All || Experimental Warfare || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon&#039;s effective range. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Alloy-Jacketed Rounds || 1 || All || Enhanced Ballistics || Increases Ballistic and Gauss weapon damage by 1. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Gunsights and Optics&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || 1 || All || - || +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|SCOPE || 1 || All || Alien Weaponry || Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade || 80 || 0 || 0 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Targeting Module || 1 || All || Xenobiology || Provides +7 Critical Hit Chance to a soldiers primary weapon. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator Gunsight || 0 || Scout || Experimental Warfare || Confers Executioner perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Scope || 0 || Scout || Experimental Warfare || Grants Sharpshooter perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Neural Gunlink || 1 || Psionic || Xenopsionics || Grants +10 Aim, but -15 Will. Stacks with SCOPE and Laser Sight. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot; | Items for mechanized units&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | Weight !! rowspan=&amp;quot;2&amp;quot; | Research !!  rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| § || [[Elerium (EU2012)| E ]] || [[Alien Alloys (EU2012)| A ]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt; T &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Gyros || Y || Y || 1 || Alien Weaponry || Provides 5 additional points of aim to primary weapon. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Elerium Turbos || Y || Y || 0 || Advanced Servomotors || Increases SHIV/MEC mobility by 2 points. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Autoloader || Y || Y || 1 || - || Grants Lock N&#039; Load perk, allowing for additional shots to be fired before reloading is required. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|HEAT Ammo || N || Y || 1 || Alien Materials || Grants HEAT Ammo perk, providing additional damage against mechanized units. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Belt || Y || Y || 1 || Alien Materials || Grants Extra Conditioning perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Smartshell Pods || N || Y || ? || Experimental Warfare || Grants the Flush ability and provides +5% aim . || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Tracking Pods || N || Y || ? || Experimental Warfare || Grants the Advanced Fire Control perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Holo-Targeter || Y || Y || ? || Drone Autopsy || Grants Holo-Targeting perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Autosentry Turret || N || Y || ? || Cyberdisc Autopsy  || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Core Armoring || N || Y || ? || SHIV Defenses  || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot; | Damage Enhancing Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Depleted Elerium Rounds || Y || Y || ? || Enhanced Ballistics || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || ? || ? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=58514</id>
		<title>Sniper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=58514"/>
		<updated>2014-08-07T08:45:17Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SNIPER.png|right|frame|64px|Sniper]]&lt;br /&gt;
&lt;br /&gt;
Long War Sniper is akin to the vanilla Sniper. With Squad Sight as your first ability, the Sniper is able to inflict long range damage on enemy targets from a position of safety. Squad Sight no longer functions with Overwatch.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:SNIPER SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Bonus +10 aim and +10% critical chance if you are 7 tiles distant from allies&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers 2 bonus damage with pistols and negates the long-range accuracy penalty when shooting beyond 14 meters.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:SNIPER_LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows the sniper rifle to be fired after moving, at a -10 aim penalty.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:SNIPER HEADSHOT.png|32px|center]]&#039;&#039;&#039;Precision Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;With sniper/long rifles, fire a shot with +30% critical chance and +3 to +6 critical damage based on the tech level of the sniper rifle. With marksman/strike rifles, allows an unlimited range shot with no other bonuses. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;Provide +2 Aim +2 Will +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provide +5 Aim +2 Will +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SNIPER_DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039; (including while flying)&lt;br /&gt;
|Sergeant2=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Bonus 10 aim against enemies in full cover, crit chance +10% against all targets.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provide +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provide +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provide +2 Will +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;+1 damage with primary weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|TechSgt3=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+1 shots/bursts in primary weapon. Reloading as first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provide +2 Aim +1 Will&#039;&#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=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:SNIPER DISABLINGSHOT.png|32px|center]]&#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown.&#039;&#039; (-10 Aim, reduced Damage)&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:SNIPER_DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown.&#039;&#039; (Can&#039;t be used with &#039;&#039;Snap Shot&#039;&#039;)&lt;br /&gt;
|MSgt2=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers extra 2 damage to LMGs, Sniper Rifles, Rockets, Suppression, Grenades, and Mines.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:SNIPER ITZ.png|32px|center]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Killing a flanked or uncovered enemy does not cost an action. Incurs a stacking critical hit chance penalty for each successive In The Zone kill.&#039;&#039;&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;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 8 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 16&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 4 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 28&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Long Range Offense&lt;br /&gt;
&lt;br /&gt;
Long War Snipers are quite similar to vanilla squadsight snipers, but there are a few differences. &#039;&#039;&#039;Squadsight&#039;&#039;&#039; no longer works on overwatch, and snipers no longer have access to the &#039;&#039;&#039;Opportunist&#039;&#039;&#039; perk, making them considerably less good defensively - you&#039;ll find snipers can&#039;t demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so there are no more &amp;quot;snap shot&amp;quot; skirmishing snipers (that role goes to the [[Scout (Long War)|Scout]]). However, snipers &#039;&#039;can&#039;&#039; still have &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; at Corporal rank, and it&#039;s not mutually exclusive with Squadsight, allowing snipers more mobility without greatly compromising their offensive ability. But combined with Double Tap, they can be excellent soldiers on the battlefield, trading between two shots, and 1 move and 1 shot: in effect, some damage has been traded for some mobility in the Long War. Plus Head Shot and a high crit rate, they can still be quite strong. Watch your ammo levels, though, so High Cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn&#039;t moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn&#039;t particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.&lt;br /&gt;
&lt;br /&gt;
Also, note that despite having five tiers of weapons, Mayhem still only grant +1/+2 damage, with Beam laser and Gauss granting +1 damaged, while pulse and plasma grant +2&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=58513</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=58513"/>
		<updated>2014-08-07T07:58:09Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|requires=Alien Weaponry&lt;br /&gt;
|manpower=n/a&lt;br /&gt;
|costs=§200&lt;br /&gt;
|quicklycosts=§300, 10 Meld&lt;br /&gt;
|power=5&lt;br /&gt;
|maintenance=§25/mo&lt;br /&gt;
|build time=10 days&lt;br /&gt;
|quickly build time=5 days&lt;br /&gt;
|provides=Foundry projects&lt;br /&gt;
|adjacency= Workshop: 5% refunds&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.&lt;br /&gt;
&lt;br /&gt;
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Projects&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Requirements&lt;br /&gt;
! Cost&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | SHIV-Specific Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Repair&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck&lt;br /&gt;
| Reduces SHIV repair time&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Defenses&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Unlocks two new utility items for SHIVs to increase their defensive capabilities&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | General Mechanical Unit Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| All SHIVs(?) and MECs are granted the &#039;&#039;Sprinter&#039;&#039; perk upon completing the project.&amp;lt;br&amp;gt;Unlocks &#039;&#039;Walker Servos&#039;&#039; for infantry and &#039;&#039;Elerium Turbos&#039;&#039; for MECs/SHIVs&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Interceptor and SHIV repair speed&lt;br /&gt;
|-&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ? Elerium, ? Alloys, ? Meld, ? Corpses&lt;br /&gt;
| Increases health of mechanised units (SHIV, MEC)&lt;br /&gt;
|-&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Grants all MECs the &#039;&#039;MEC Close Combat&#039;&#039; perk, increasing Kinetic Strike damage by 50%&amp;lt;br&amp;gt;In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC&#039;s turn&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| ?&lt;br /&gt;
| §40&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Suppression&#039;&#039; perk, allowing them to use suppressing fire in combat&lt;br /&gt;
|-&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Elerium&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Flamethrower damage by ~50%.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | General Weapon Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| ?&lt;br /&gt;
| §80, 5x Alloys&lt;br /&gt;
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150, 20x Alloys, 15x Weapon Fragments&lt;br /&gt;
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.&lt;br /&gt;
|-&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments&lt;br /&gt;
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Pistol Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| -&lt;br /&gt;
| §35, 5x Weapon Fragments&lt;br /&gt;
| Increases chance of scoring a critical hit with pistols&lt;br /&gt;
|-&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §?, ?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Aerospace Improvements&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| ?&lt;br /&gt;
| §50, 10x Weapon Fragments, 10x Meld&lt;br /&gt;
| Allows production of usable &#039;booster&#039; items for interception&lt;br /&gt;
|-&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Interceptor combat time.&lt;br /&gt;
|-&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld&lt;br /&gt;
| Increases Interceptor HP.&lt;br /&gt;
|-&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld&lt;br /&gt;
| Grants Interceptors secondary armor-piercing missiles.&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers&lt;br /&gt;
| Increases armor penetration of air-to-air weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200, 20x Alloys&lt;br /&gt;
| Grants additional soldier slots on certain missions; alien base raids (10), EXALT HQ raid (?), and Temple Ship (14?)&lt;br /&gt;
|-&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400, 35x Weapon Fragments, 3x UFO Flight Computers&lt;br /&gt;
| Increases Interceptor hit chance.&lt;br /&gt;
|-&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols&lt;br /&gt;
|-&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Significantly upgrades fire rate of aerial Laser Cannons.&lt;br /&gt;
|-&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §300, 20x Elerium, 5x Alloys, 35x Weapon Fragments, 3x Seeker Wrecks, 3x UFO Flight Computers&lt;br /&gt;
| Increases Interceptor dodge chance.&lt;br /&gt;
|-&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Material Recovery&lt;br /&gt;
|-&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Elerium recovery from combat.&lt;br /&gt;
|-&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases alloy salvage from crash sites by between 15 and 20 percent&lt;br /&gt;
|-&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| ?&lt;br /&gt;
| §200, x10 Elerium, x20 Alloys, x30 Meld&lt;br /&gt;
| Increases weapon fragment recovery from combat by 25%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases stunning ability of the Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment&lt;br /&gt;
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades&amp;lt;br&amp;gt;Also increases the firepower of the MEC Grenade Launcher&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §?, ?x Alien Surgery, ?x Alien Stasis Tank&lt;br /&gt;
| Increases soldier healing rate by using alien technology&lt;br /&gt;
|-&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §180, 10x Thin Man Corpses, 10x Meld&lt;br /&gt;
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)&lt;br /&gt;
|-&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects&lt;br /&gt;
|-&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| SCOPE increases user&#039;s chance of scoring a critical hit by 10%&amp;lt;br&amp;gt;May also increase crit chance when using Laser Sight by 5%&lt;br /&gt;
|-&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(Long_War)&amp;diff=58511</id>
		<title>S.H.I.V. (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(Long_War)&amp;diff=58511"/>
		<updated>2014-08-07T00:35:39Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just as the main Enemy Within DLC set out to enhance the Super-Heavy Infantry Vehicle to make it a more viable option, so too does Long War. This is especially important, since MEC units require a much greater investment of time and resources to obtain. S.H.I.V. units, in contrast, are much easier to obtain, do not suffer from fatigue like infantry and MEC operators, and can even be restored to full combat functionality after being destroyed. Not only that, but they can now install an array of new modules that can grant them additional Perks and other features (such as increased health), on top of the usual Foundry Projects to enhance their performance. &lt;br /&gt;
&lt;br /&gt;
One final major note about their outfitting; unlike vanilla where their armaments are replaced on an arsenal-wide basis by R&amp;amp;D, Long War S.H.I.V platforms must have their weapons replaced individually. All units start with the baseline Autocannon (with an unlimited  quantity in stock, much like the other basic ballistic weapons), which can be upgraded for each tier of weapon. New weapons must be manufactured by Engineering, and they can be found in the same section as MEC armaments.&lt;br /&gt;
&lt;br /&gt;
S.H.I.V.s, like most mechanized units in Long War, have built-in damage reduction, which makes them a bit more durable, especially against light weapons. Much cheaper than MEC Troopers, and with &#039;abilities&#039; swappable as equip-able modules giving them a significant degree of flexibility, these units will prove to be a valuable asset to XCOM.&lt;br /&gt;
&lt;br /&gt;
It is advisable to have at least a small pool of S.H.I.V. units in reserve, to fill any gaps when your Barracks list reads nearly entirely &amp;quot;Fatigue&amp;quot;, and to deal with smaller crashed UFOs that you still may want to gather materials from, instead of sending soldiers that may not get any kills for Experience.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(Long_War)&amp;diff=58501</id>
		<title>S.H.I.V. (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(Long_War)&amp;diff=58501"/>
		<updated>2014-08-06T16:35:53Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main difference between vanilla and Long War S.H.I.V.s are that Long War allows S.H.I.V.s to be customized with up to three modules, whilst their main weapon is replaced manually by building a new one rather than completing a foundry project. Some are simple upgrades to health, magazine size, etc, others grant extra passive perks such as HEAT ammo or Opportunist. Some even grant new active abilities like Flush. Like vanilla, S.H.I.V.s have several Foundry projects to improve them as well.&lt;br /&gt;
&lt;br /&gt;
S.H.I.V.s, like most mechanized units in Long War, have built-in damage reduction, which makes them a bit more durable, especially against light weapons. Much cheaper than MEC Troopers, and &#039;abilities&#039; swappable as equip-able modules giving them a significant degree of flexibility, these units will prove to be a valuable asset to XCOM.&lt;br /&gt;
&lt;br /&gt;
If a S.H.I.V is damaged it will need repairs, like vanilla. S.H.I.V.s don&#039;t suffer from fatigue like soldiers, so an undamaged S.H.I.V can go straight back out on another mission. When a S.H.I.V is destroyed, if you win the battle you will recover a S.H.I.V Chassis item, which can be used to rebuild the S.H.I.V at a lower cost than building a new one from scratch.&lt;br /&gt;
&lt;br /&gt;
It is advisable to have at least a small pool of S.H.I.V. units in reserve, to fill any gaps when your Barracks list reads nearly entirely &amp;quot;Fatigue&amp;quot;, and to deal with smaller crashed UFOs that you still may want to gather materials from, instead of sending soldiers that may not get any kills for Experience.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=58500</id>
		<title>Psionic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=58500"/>
		<updated>2014-08-06T16:21:14Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Mind Merge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Psi powers&#039;&#039;&#039; have been significantly overhauled in Long War. Psi talent is now trained, not discovered, so with enough time and attempts, every soldier can be a psionic ([[#Limitations|barring some exceptions]]). There are many more powers distributed among more levels. &lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
=== Psi XP ===&lt;br /&gt;
&lt;br /&gt;
After Xenopsionics are researched, soldiers will begin accruing Psi XP by going on missions. After the first round of training, they can also gain Psi XP by successfully using attack powers or resisting powers.{{Verify}}&lt;br /&gt;
Reaching a threshold of Psi XP is required to undergo Psi training (&#039;extra&#039; PXP will not roll over for the next level, and will cap at the next requirement. Every round of training takes approximately 7-10 days, and is affected by the tester&#039;s will score.{{verify}} &lt;br /&gt;
After they reach the cap, putting them back in the Psi Lab for another round of training is required. You can see the current PXP level and cap in their Barracks profile. &lt;br /&gt;
&lt;br /&gt;
The required training XP:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; 250&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; 500&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; 800&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; 1250&lt;br /&gt;
* &#039;&#039;&#039;Level 6:&#039;&#039;&#039; 2000, Mind Control an Ethereal (each soldier to achieve Psi Master must individually do this)&lt;br /&gt;
&lt;br /&gt;
Plus Ability cooldown time, when abilities can or can&#039;t be used, soldier fatigue/rotation; the large PXP requirements encourage you to begin training and levelling Psionic soldiers at the earliest opportunity. Also note that the Volunteer must reach Level 5 before the Gollop Chamber can be used. Each listed PXP amount is cumulative, so not &amp;quot;plus another 250 PXP to level 2,&amp;quot; but 150.&lt;br /&gt;
&lt;br /&gt;
=== Success rate ===&lt;br /&gt;
&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s Will and the level. If the target Will for the level is equal to the soldier&#039;s Will, the chance is 50% (25% if More Than Human is active). It increases asymptotically to 100% at infinite Will and drops to 0% at 0 Will.&lt;br /&gt;
&lt;br /&gt;
The target Will values are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; 60&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; 70&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; 80&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Level 6:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]] and soldiers with the Neural Damping gene mod are incompatible with Psi powers. They cannot undergo Psi training, and Psi-trained soldiers cannot become them.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Psi powers ===&lt;br /&gt;
&lt;br /&gt;
By default, only Psi Inspiration is available. Unlocking further powers is accomplished by performing autopsies and interrogations. One exception is Rift, which requires an in-battle accomplishment.&lt;br /&gt;
&lt;br /&gt;
Psi-powers are now more effective based on the will score of the caster. For instance, Mind merge will add (will/25) hit points.&lt;br /&gt;
&lt;br /&gt;
Note that several descriptions mention draining of will: repeated use may dramatically lower will for the rest of the mission, but will be restored once they&#039;re back in the barracks..&lt;br /&gt;
&lt;br /&gt;
== Effects on fatigue ==&lt;br /&gt;
&lt;br /&gt;
A psi-trained soldier takes longer to recover from post-battle [[Soldiers (Long War)#Fatigue|fatigue]]. The increase is dependent upon powers learned, with some powers incurring a greater level of fatigue than others -  even those in the same tier.&lt;br /&gt;
&lt;br /&gt;
== Psi powers ==&lt;br /&gt;
One power from each level can be chosen. Note that some powers cannot be cast on the same target (ie: an Inspired soldier cannot be Merged with).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; [[#Psi Inspiration|Psi Inspiration]], [[#Mind Merge|Mind Merge]], [[#Mind Fray|Mind Fray]]&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; [[#Psi Panic|Psi Panic]], [[#Neural Feedback|Neural Feedback]]&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; [[#Distortion Field|Distortion Field]], [[#Regen Biofield|Regen Biofield]]&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; [[#Telekinetic Field|Telekinetic Field]], [[#Psychokinetic Strike|Psychokinetic Strike]], [[#Psi Shadow|Psi Shadow]]&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; [[#Mind Control|Mind Control]]&lt;br /&gt;
* &#039;&#039;&#039;Level 6:&#039;&#039;&#039; [[#Rift|Rift]]&lt;br /&gt;
&lt;br /&gt;
===Psi Inspiration===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
Psi Inspiration removes all harmful mental effects (panic, hallucination) from everyone inside the AOE as well as grants +30 Will for the next 4 turns. Unlike in vanilla, Psi Inspiration is not centered around the user but can instead can be targeted much like a rocket. Psi Inspiration is the only power available without conducting autopsies or interrogations.&lt;br /&gt;
&lt;br /&gt;
===Mind Merge===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Sectoid Commander Autopsy &amp;lt;br&amp;gt;&lt;br /&gt;
Merge minds with the target, granting the target temporarily increased health (based on user&#039;s Will? {{verify}}) and increased critical hit chance. Especially effective in combination with Pulse Laser weapons and SCOPEs, which can both provide critical hit chance boosts as well.&lt;br /&gt;
&lt;br /&gt;
===Mind Fray===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Sectoid Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
If successful, deals 1 damage to the target and applies a &#039;Hallucinations&#039; status effect that reduces the victim&#039;s will, aim, and mobility. Because of the greatly reduced damage (thankfully, since Sectoids now use it from day one) this is more of a debuff than a damage ability.&lt;br /&gt;
&lt;br /&gt;
===Psi Panic===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Berzerker Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
Cause target to panic, if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown. Note that panic has been changed a little in Long War so units will either hunker down or run, and never go berserk and take a shot. This makes Psi Panic considerably better than vanilla since it&#039;s now a reliable single turn disable. Very effective against Mechtoids.&lt;br /&gt;
&lt;br /&gt;
===Neural Feedback===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Floater Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
Works near-identically to the vanilla gene mod, but with greatly reduced damage. Is always on. Also provides protection to nearby allies.&lt;br /&gt;
&lt;br /&gt;
===Distortion Field===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Muton Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
Works the same as the vanilla MEC ability. Is always on. Watch out for grenade-bait formations.&lt;br /&gt;
&lt;br /&gt;
===Regen Biofield===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thin Man Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
Like the Elite EXALT Medic&#039;s ability, this will be activated when the Psion or a nearby ally receives an injury.&lt;br /&gt;
&lt;br /&gt;
===Telekinetic Field===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Ethereal Autopsy &amp;lt;br&amp;gt;&lt;br /&gt;
Same as vanilla: +40 defense in a wide radius, centered on the caster. As with Distortion Field, beware of grenades and other area attacks.&lt;br /&gt;
&lt;br /&gt;
===Psychokinetic Strike===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Heavy Floater Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
A cover-destroying, free-aimed psionic attack. AoE &#039;&#039;trigger&#039;&#039; field about the size of a grenade&#039;s blast, any destructible item that is at least partially in the field is &#039;&#039;entirely&#039;&#039; destroyed (ie; getting a part of a log destroys the entire log, barely clipping a wall will destroy as much as if directly hit with a rocket). Does not cause HP damage.&lt;br /&gt;
&lt;br /&gt;
===Psi Shadow===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Sectoid Commander Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
Similar to Mimetic Skin, save for that if the enemy gets around the full cover, it is immediately dropped. Also, Low Profile will allow you to move undetected to half-cover, but it will also be immediately dropped on arrival.&lt;br /&gt;
&lt;br /&gt;
===Mind Control===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Ethereal Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
Same a vanilla--- granted, more difficult due to lack of Iron Will in the OTS. Also: alien weapons are no longer dropped intact if killed while MCed.&lt;br /&gt;
&lt;br /&gt;
===Rift===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Ethereal Mind Control &amp;lt;br&amp;gt;&lt;br /&gt;
A highly damaging area effect attack. The secret to creating Rifts can only be found by Mind Controlling an Ethereal in battle; this must be done for every soldier that you wish to learn Rift.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
*&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; vs &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; vs &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;&lt;br /&gt;
The one you choose of these three will be the main PXP-gathering method for that soldier, so keep in mind what opportunities they will have. For example, Snipers played in vanilla&#039;s Squadsight/Archangel style won&#039;t have the regular opportunity to Mindfray, but can take, say, the Double Tap cooldown turn to Merge with a mid-range soldier, boosting their chance for Mindfray or rolling a crit when firing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psi Panic&#039;&#039;&#039; vs &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039;&lt;br /&gt;
Psi Panic is more proactive and is an excellent way to disable key aliens when (read: not &amp;quot;if&amp;quot;) you get overwhelmed, while Neural Feedback can protect the soldier and nearby squadmates from psionic attacks, is &#039;always on&#039;, and return some damage for all the trouble the Sectoid&#039;s expanded ability set&#039;s been giving you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Distortion Field&#039;&#039;&#039; vs &#039;&#039;&#039;Regen Biofield&#039;&#039;&#039;&lt;br /&gt;
Both passive abilities, it&#039;s a bit of a tossup between a nudge to maybe avoid a hit, or recover a smidgeon &#039;&#039;after&#039;&#039; being hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; vs &#039;&#039;&#039;Psychokinetic Strike&#039;&#039;&#039; vs &#039;&#039;&#039;Psi Shadow&#039;&#039;&#039;&lt;br /&gt;
Three very good abilities, soldier class will be the primary decider, followed by playstyle. TK Field lasts one round and needs to be used, but is vastly more powerful than Distortion field; good for mid-range soldiers. PK Strike might be good for Rocketeers (or for any soldier you use in &#039;&#039;replacement&#039;&#039; of one) for when you want to take out cover, but don&#039;t want to spend a rocket or grenade (or the target is out of range for explosives). And invisibility is still a Sniper or Scout&#039;s best friend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=58499</id>
		<title>Psionic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=58499"/>
		<updated>2014-08-06T16:18:01Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Psi powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Psi powers&#039;&#039;&#039; have been significantly overhauled in Long War. Psi talent is now trained, not discovered, so with enough time and attempts, every soldier can be a psionic ([[#Limitations|barring some exceptions]]). There are many more powers distributed among more levels. &lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
=== Psi XP ===&lt;br /&gt;
&lt;br /&gt;
After Xenopsionics are researched, soldiers will begin accruing Psi XP by going on missions. After the first round of training, they can also gain Psi XP by successfully using attack powers or resisting powers.{{Verify}}&lt;br /&gt;
Reaching a threshold of Psi XP is required to undergo Psi training (&#039;extra&#039; PXP will not roll over for the next level, and will cap at the next requirement. Every round of training takes approximately 7-10 days, and is affected by the tester&#039;s will score.{{verify}} &lt;br /&gt;
After they reach the cap, putting them back in the Psi Lab for another round of training is required. You can see the current PXP level and cap in their Barracks profile. &lt;br /&gt;
&lt;br /&gt;
The required training XP:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; 250&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; 500&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; 800&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; 1250&lt;br /&gt;
* &#039;&#039;&#039;Level 6:&#039;&#039;&#039; 2000, Mind Control an Ethereal (each soldier to achieve Psi Master must individually do this)&lt;br /&gt;
&lt;br /&gt;
Plus Ability cooldown time, when abilities can or can&#039;t be used, soldier fatigue/rotation; the large PXP requirements encourage you to begin training and levelling Psionic soldiers at the earliest opportunity. Also note that the Volunteer must reach Level 5 before the Gollop Chamber can be used. Each listed PXP amount is cumulative, so not &amp;quot;plus another 250 PXP to level 2,&amp;quot; but 150.&lt;br /&gt;
&lt;br /&gt;
=== Success rate ===&lt;br /&gt;
&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s Will and the level. If the target Will for the level is equal to the soldier&#039;s Will, the chance is 50% (25% if More Than Human is active). It increases asymptotically to 100% at infinite Will and drops to 0% at 0 Will.&lt;br /&gt;
&lt;br /&gt;
The target Will values are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; 60&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; 70&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; 80&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Level 6:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]] and soldiers with the Neural Damping gene mod are incompatible with Psi powers. They cannot undergo Psi training, and Psi-trained soldiers cannot become them.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Psi powers ===&lt;br /&gt;
&lt;br /&gt;
By default, only Psi Inspiration is available. Unlocking further powers is accomplished by performing autopsies and interrogations. One exception is Rift, which requires an in-battle accomplishment.&lt;br /&gt;
&lt;br /&gt;
Psi-powers are now more effective based on the will score of the caster. For instance, Mind merge will add (will/25) hit points.&lt;br /&gt;
&lt;br /&gt;
Note that several descriptions mention draining of will: repeated use may dramatically lower will for the rest of the mission, but will be restored once they&#039;re back in the barracks..&lt;br /&gt;
&lt;br /&gt;
== Effects on fatigue ==&lt;br /&gt;
&lt;br /&gt;
A psi-trained soldier takes longer to recover from post-battle [[Soldiers (Long War)#Fatigue|fatigue]]. The increase is dependent upon powers learned, with some powers incurring a greater level of fatigue than others -  even those in the same tier.&lt;br /&gt;
&lt;br /&gt;
== Psi powers ==&lt;br /&gt;
One power from each level can be chosen. Note that some powers cannot be cast on the same target (ie: an Inspired soldier cannot be Merged with).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; [[#Psi Inspiration|Psi Inspiration]], [[#Mind Merge|Mind Merge]], [[#Mind Fray|Mind Fray]]&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; [[#Psi Panic|Psi Panic]], [[#Neural Feedback|Neural Feedback]]&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; [[#Distortion Field|Distortion Field]], [[#Regen Biofield|Regen Biofield]]&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; [[#Telekinetic Field|Telekinetic Field]], [[#Psychokinetic Strike|Psychokinetic Strike]], [[#Psi Shadow|Psi Shadow]]&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; [[#Mind Control|Mind Control]]&lt;br /&gt;
* &#039;&#039;&#039;Level 6:&#039;&#039;&#039; [[#Rift|Rift]]&lt;br /&gt;
&lt;br /&gt;
===Psi Inspiration===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; None&amp;lt;br&amp;gt;&lt;br /&gt;
Psi Inspiration removes all harmful mental effects (panic, hallucination) from everyone inside the AOE as well as grants +30 Will for the next 4 turns. Unlike in vanilla, Psi Inspiration is not centered around the user but can instead can be targeted much like a rocket. Psi Inspiration is the only power available without conducting autopsies or interrogations.&lt;br /&gt;
&lt;br /&gt;
===Mind Merge===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Sectoid Commander Autopsy &amp;lt;br&amp;gt;&lt;br /&gt;
Merge minds with the target, granting the target temporarily increased health (based on Will? {{verify}}) and increased critical hit chance. Especially effective in combination with Pulse Laser weapons and SCOPEs, which can both provide critical hit chance boosts as well.&lt;br /&gt;
&lt;br /&gt;
===Mind Fray===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Sectoid Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
If successful, deals 1 damage to the target and applies a &#039;Hallucinations&#039; status effect that reduces the victim&#039;s will, aim, and mobility. Because of the greatly reduced damage (thankfully, since Sectoids now use it from day one) this is more of a debuff than a damage ability.&lt;br /&gt;
&lt;br /&gt;
===Psi Panic===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Berzerker Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
Cause target to panic, if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown. Note that panic has been changed a little in Long War so units will either hunker down or run, and never go berserk and take a shot. This makes Psi Panic considerably better than vanilla since it&#039;s now a reliable single turn disable. Very effective against Mechtoids.&lt;br /&gt;
&lt;br /&gt;
===Neural Feedback===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Floater Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
Works near-identically to the vanilla gene mod, but with greatly reduced damage. Is always on. Also provides protection to nearby allies.&lt;br /&gt;
&lt;br /&gt;
===Distortion Field===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Muton Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
Works the same as the vanilla MEC ability. Is always on. Watch out for grenade-bait formations.&lt;br /&gt;
&lt;br /&gt;
===Regen Biofield===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Thin Man Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
Like the Elite EXALT Medic&#039;s ability, this will be activated when the Psion or a nearby ally receives an injury.&lt;br /&gt;
&lt;br /&gt;
===Telekinetic Field===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Ethereal Autopsy &amp;lt;br&amp;gt;&lt;br /&gt;
Same as vanilla: +40 defense in a wide radius, centered on the caster. As with Distortion Field, beware of grenades and other area attacks.&lt;br /&gt;
&lt;br /&gt;
===Psychokinetic Strike===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Heavy Floater Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
A cover-destroying, free-aimed psionic attack. AoE &#039;&#039;trigger&#039;&#039; field about the size of a grenade&#039;s blast, any destructible item that is at least partially in the field is &#039;&#039;entirely&#039;&#039; destroyed (ie; getting a part of a log destroys the entire log, barely clipping a wall will destroy as much as if directly hit with a rocket). Does not cause HP damage.&lt;br /&gt;
&lt;br /&gt;
===Psi Shadow===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Sectoid Commander Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
Similar to Mimetic Skin, save for that if the enemy gets around the full cover, it is immediately dropped. Also, Low Profile will allow you to move undetected to half-cover, but it will also be immediately dropped on arrival.&lt;br /&gt;
&lt;br /&gt;
===Mind Control===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Ethereal Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
Same a vanilla--- granted, more difficult due to lack of Iron Will in the OTS. Also: alien weapons are no longer dropped intact if killed while MCed.&lt;br /&gt;
&lt;br /&gt;
===Rift===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Ethereal Mind Control &amp;lt;br&amp;gt;&lt;br /&gt;
A highly damaging area effect attack. The secret to creating Rifts can only be found by Mind Controlling an Ethereal in battle; this must be done for every soldier that you wish to learn Rift.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
*&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; vs &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; vs &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;&lt;br /&gt;
The one you choose of these three will be the main PXP-gathering method for that soldier, so keep in mind what opportunities they will have. For example, Snipers played in vanilla&#039;s Squadsight/Archangel style won&#039;t have the regular opportunity to Mindfray, but can take, say, the Double Tap cooldown turn to Merge with a mid-range soldier, boosting their chance for Mindfray or rolling a crit when firing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psi Panic&#039;&#039;&#039; vs &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039;&lt;br /&gt;
Psi Panic is more proactive and is an excellent way to disable key aliens when (read: not &amp;quot;if&amp;quot;) you get overwhelmed, while Neural Feedback can protect the soldier and nearby squadmates from psionic attacks, is &#039;always on&#039;, and return some damage for all the trouble the Sectoid&#039;s expanded ability set&#039;s been giving you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Distortion Field&#039;&#039;&#039; vs &#039;&#039;&#039;Regen Biofield&#039;&#039;&#039;&lt;br /&gt;
Both passive abilities, it&#039;s a bit of a tossup between a nudge to maybe avoid a hit, or recover a smidgeon &#039;&#039;after&#039;&#039; being hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; vs &#039;&#039;&#039;Psychokinetic Strike&#039;&#039;&#039; vs &#039;&#039;&#039;Psi Shadow&#039;&#039;&#039;&lt;br /&gt;
Three very good abilities, soldier class will be the primary decider, followed by playstyle. TK Field lasts one round and needs to be used, but is vastly more powerful than Distortion field; good for mid-range soldiers. PK Strike might be good for Rocketeers (or for any soldier you use in &#039;&#039;replacement&#039;&#039; of one) for when you want to take out cover, but don&#039;t want to spend a rocket or grenade (or the target is out of range for explosives). And invisibility is still a Sniper or Scout&#039;s best friend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=58498</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=58498"/>
		<updated>2014-08-06T15:56:29Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|requires=Alien Weaponry&lt;br /&gt;
|manpower=n/a&lt;br /&gt;
|costs=§200&lt;br /&gt;
|quicklycosts=§300, 10 Meld&lt;br /&gt;
|power=5&lt;br /&gt;
|maintenance=§25/mo&lt;br /&gt;
|build time=10 days&lt;br /&gt;
|quickly build time=5 days&lt;br /&gt;
|provides=Foundry projects&lt;br /&gt;
|adjacency= Workshop: 5% refunds&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.&lt;br /&gt;
&lt;br /&gt;
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Projects&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Requirements&lt;br /&gt;
! Cost&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | SHIV-Specific Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Repair&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck&lt;br /&gt;
| Reduces SHIV repair time&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Defenses&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Unlocks two new utility items for SHIVs to increase their defensive capabilities&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | General Mechanical Unit Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| All SHIVs(?) and MECs are granted the &#039;&#039;Sprinter&#039;&#039; perk upon completing the project.&amp;lt;br&amp;gt;Unlocks &#039;&#039;Walker Servos&#039;&#039; for infantry and &#039;&#039;Elerium Turbos&#039;&#039; for MECs/SHIVs&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Interceptor and SHIV repair speed&lt;br /&gt;
|-&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ? Elerium, ? Alloys, ? Meld, ? Corpses&lt;br /&gt;
| Increases health of mechanised units (SHIV, MEC)&lt;br /&gt;
|-&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Grants all MECs the &#039;&#039;MEC Close Combat&#039;&#039; perk, increasing Kinetic Strike damage by 50%&amp;lt;br&amp;gt;In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC&#039;s turn&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| ?&lt;br /&gt;
| §40&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Suppression&#039;&#039; perk, allowing them to use suppressing fire in combat&lt;br /&gt;
|-&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Elerium&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Flamethrower damage by ~50%.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | General Weapon Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| ?&lt;br /&gt;
| §80, 5x Alloys&lt;br /&gt;
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150, 20x Alloys, 15x Weapon Fragments&lt;br /&gt;
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.&lt;br /&gt;
|-&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments&lt;br /&gt;
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Pistol Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| -&lt;br /&gt;
| §35, 5x Weapon Fragments&lt;br /&gt;
| Increases chance of scoring a critical hit with pistols&lt;br /&gt;
|-&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §?, ?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Aerospace Improvements&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| ?&lt;br /&gt;
| §50, 10x Weapon Fragments, 10x Meld&lt;br /&gt;
| Allows production of single-use &#039;booster&#039; items for interception&lt;br /&gt;
|-&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Interceptor combat time.&lt;br /&gt;
|-&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld&lt;br /&gt;
| Increases Interceptor HP.&lt;br /&gt;
|-&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld&lt;br /&gt;
| Grants Interceptors secondary missiles.&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers&lt;br /&gt;
| Increaes armor penetration of air-to-air weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200, 20x Alloys&lt;br /&gt;
| Grants additional soldier slots on certain missions; alien base raids (10), EXALT HQ raid (?), and Temple Ship (14?)&lt;br /&gt;
|-&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400, 35x Weapon Fragments, 3x UFO Flight Computers&lt;br /&gt;
| Increases Interceptor hit chance.&lt;br /&gt;
|-&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols&lt;br /&gt;
|-&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Upgrades aerial Laser Cannons.&lt;br /&gt;
|-&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §300, 20x Elerium, 5x Alloys, 35x Weapon Fragments, 3x Seeker Wrecks, 3x UFO Flight Computers&lt;br /&gt;
| Increases Interceptor dodge chance.&lt;br /&gt;
|-&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Material Recovery&lt;br /&gt;
|-&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Elerium recovery from combat.&lt;br /&gt;
|-&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases alloy salvage from crash sites by between 15 and 20 percent&lt;br /&gt;
|-&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| ?&lt;br /&gt;
| §200, x10 Elerium, x20 Alloys, x30 Meld&lt;br /&gt;
| Increases weapon fragment recovery from combat by 25%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases stunning ability of the Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment&lt;br /&gt;
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §?, ?x Alien Surgery, ?x Alien Stasis Tank&lt;br /&gt;
| Increases soldier healing rate by using alien technology&lt;br /&gt;
|-&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Thin Man Auhtopsy&lt;br /&gt;
| §180, 10x Thin Man Corpses, 10x Meld&lt;br /&gt;
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)&lt;br /&gt;
|-&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects&lt;br /&gt;
|-&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| SCOPE increases user&#039;s chance of scoring a critical hit&lt;br /&gt;
|-&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=58488</id>
		<title>Armor (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=58488"/>
		<updated>2014-08-06T08:41:37Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+ Armor&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! rowspan=&amp;quot;2&amp;quot; | Health !! rowspan=&amp;quot;2&amp;quot; | Mobility !! rowspan=&amp;quot;2&amp;quot; | Defense !! rowspan=&amp;quot;2&amp;quot; | Will !! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Research || Engineers || § || [[Alien Alloys (EU2012)|A]] || [[Elerium (EU2012)|E]] || [[Meld (EU2012)|M]] || Days&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Tac Vest||None|| N/A||1||3||0||0|| - ||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Tac Armor||None|| N/A||2||1||0||0|| - ||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Phalanx Armor||Improved Body Armor||14||3||2||0||0|| - ||85||10||0||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Kestrel Armor||Advanced Body Armor||20||2||3||5||0||Grapple||100||8||0||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Carapace Armor||Advanced Body Armor||22||5||1||0||0|| - ||120||15||0||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Banshee Armor||Mobile Power Armor||32||3||4||15||0||Grapple||150||15||8||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Aegis Armor||Mobile Power Armor||28||7||2||0||0|| - ||200||20||5||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Corsair Armor||Advanced Power Armor||45||6||3||10||0||Grapple||350||25||15||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Titan Armor||Advanced Power Armor||45||10||0||0||0|| Poison/Fire||400||30||10||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Seraphim Armor||Antigrav Systems||55||5||4||15||0|| Fly/Launch||350||20||25||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Archangel Armor||Antigrav Systems||60||8||2||10||0|| Fly/Poison/Fire||200||20||25||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Shadow Armor||Stealth Systems||70||4||2||20||0||Grapple/Ghost*||600||40||10||50||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Aurora Armor ||Xenopsionics||25||4||2||10||10|| Psi Only ||150||15||50||5||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Vortex Armor||Mind and Machine||80||8||2||10||20|| Psi Only ||1000||50||10||40||14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Shadow Armor also reduces the amount of small item slots by one.&lt;br /&gt;
* Archangel Armor requires Titan Armor to build&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=58487</id>
		<title>Psionic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=58487"/>
		<updated>2014-08-06T00:22:52Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Effects on fatigue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Psi powers&#039;&#039;&#039; have been significantly overhauled in Long War. Psi talent is now trained, not discovered, so with enough time and attempts, every soldier can be a psionic ([[#Limitations|barring some exceptions]]). There are many more powers distributed among more levels. &lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
=== Psi XP ===&lt;br /&gt;
&lt;br /&gt;
After Xenopsionics are researched, soldiers will begin accruing Psi XP by going on missions. After the first round of training, they can also gain Psi XP by successfully using attack powers or resisting powers.{{Verify}}&lt;br /&gt;
Reaching a threshold of Psi XP is required to undergo Psi training (&#039;extra&#039; PXP will not roll over for the next level, and will cap at the next requirement. Every round of training takes approximately 7-10 days, and is affected by the tester&#039;s will score.{{verify}} &lt;br /&gt;
After they reach the cap, putting them back in the Psi Lab for another round of training is required. You can see the current PXP level and cap in their Barracks profile. &lt;br /&gt;
&lt;br /&gt;
The required training XP:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; 250&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; 500&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; 800&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; 1250&lt;br /&gt;
* &#039;&#039;&#039;Level 6:&#039;&#039;&#039; 2000, Mind Control an Ethereal (each soldier to achieve Psi Master must individually do this)&lt;br /&gt;
&lt;br /&gt;
Plus Ability cooldown time, when abilities can or can&#039;t be used, soldier fatigue/rotation; the large PXP requirements encourage you to begin training and levelling Psionic soldiers at the earliest opportunity. Also note that the Volunteer must reach Level 5 before the Gollop Chamber can be used. Each listed PXP amount is cumulative, so not &amp;quot;plus another 250 PXP to level 2,&amp;quot; but 150.&lt;br /&gt;
&lt;br /&gt;
=== Success rate ===&lt;br /&gt;
&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s Will and the level. If the target Will for the level is equal to the soldier&#039;s Will, the chance is 50% (25% if More Than Human is active). It increases asymptotically to 100% at infinite Will and drops to 0% at 0 Will.&lt;br /&gt;
&lt;br /&gt;
The target Will values are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; 60&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; 70&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; 80&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Level 6:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]] and soldiers with the Neural Damping gene mod are incompatible with Psi powers. They cannot undergo Psi training, and Psi-trained soldiers cannot become them.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Psi powers ===&lt;br /&gt;
&lt;br /&gt;
By default, only Psi Inspiration is available. Unlocking further powers is accomplished by performing autopsies and interrogations. One exception is Rift, which requires an in-battle accomplishment.&lt;br /&gt;
&lt;br /&gt;
Psi-powers are now more effective based on the will score of the caster. For instance, Mind merge will add (will/25) hit points.&lt;br /&gt;
&lt;br /&gt;
Note that several descriptions mention draining of will: repeated use may dramatically lower will for the rest of the mission, but will be restored once they&#039;re back in the barracks..&lt;br /&gt;
&lt;br /&gt;
== Effects on fatigue ==&lt;br /&gt;
&lt;br /&gt;
A psi-trained soldier takes longer to recover from post-battle [[Soldiers (Long War)#Fatigue|fatigue]]. The increase is dependent upon powers learned, with some powers incurring a greater level of fatigue than others -  even those in the same tier.&lt;br /&gt;
&lt;br /&gt;
== Psi powers ==&lt;br /&gt;
One power from each level can be chosen. Note that some powers cannot be cast on the same target (ie: an Inspired soldier cannot be Merged with).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; [[#Psi Inspiration|Psi Inspiration]], [[#Mind Merge|Mind Merge]], [[#Mind Fray|Mind Fray]]&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; [[#Psi Panic|Psi Panic]], [[#Neural Feedback|Neural Feedback]]&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; [[#Distortion Field|Distortion Field]], [[#Regen Biofield|Regen Biofield]]&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; [[#Telekinetic Field|Telekinetic Field]], [[#Psychokinetic Strike|Psychokinetic Strike]], [[#Psi Shadow|Psi Shadow]]&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; [[#Mind Control|Mind Control]]&lt;br /&gt;
* &#039;&#039;&#039;Level 6:&#039;&#039;&#039; [[#Rift|Rift]]&lt;br /&gt;
&lt;br /&gt;
===Psi Inspiration===&lt;br /&gt;
Psi Inspiration removes all harmful mental effects (panic, hallucination) from everyone inside the AOE as well as grants +30 Will for the next 4 turns. Unlike in vanilla, Psi Inspiration is not centered around the user but can instead can be targeted much like a rocket.&lt;br /&gt;
&lt;br /&gt;
===Mind Merge===&lt;br /&gt;
Merge minds with the target, granting the target +25% critical chance and +1 health. {{verify}}&lt;br /&gt;
&lt;br /&gt;
===Mind Fray===&lt;br /&gt;
If successful, deals 1 damage to the target and reduces its will, aim and mobility. Because of the greatly reduced damage (thankfully, since Sectoids now use it from day one) this is more of a debuff than a damage ability.&lt;br /&gt;
&lt;br /&gt;
===Psi Panic===&lt;br /&gt;
Cause target to panic, if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown. Note that panic has been changed a little in Long War so units will either hunker down or run, and never go berserk and take a shot. This makes Psi Panic considerably better than vanilla since it&#039;s now a reliable single turn disable.&lt;br /&gt;
&lt;br /&gt;
===Neural Feedback===&lt;br /&gt;
Works near-identically to the vanilla gene mod, but with greatly reduced damage. Is always on. Also provides protection to nearby allies.&lt;br /&gt;
&lt;br /&gt;
===Distortion Field===&lt;br /&gt;
Works the same as the vanilla MEC ability. Is always on. Watch out for grenade-bait formations.&lt;br /&gt;
&lt;br /&gt;
===Regen Biofield===&lt;br /&gt;
Like the Elite EXALT Medic&#039;s ability, this will be activated when the Psion or a nearby ally receives an injury.&lt;br /&gt;
&lt;br /&gt;
===Telekinetic Field===&lt;br /&gt;
Same as vanilla: +40 defense in a wide radius, centered on the caster.&lt;br /&gt;
&lt;br /&gt;
===Psychokinetic Strike===&lt;br /&gt;
A cover-destroying, free-aimed psionic attack. AoE &#039;&#039;trigger&#039;&#039; field about the size of a grenade&#039;s blast, any destructible item that is at least partially in the field is &#039;&#039;entirely&#039;&#039; destroyed (ie; getting a part of a log destroys the entire log, barely clipping a wall will destroy as much as if directly hit with a rocket). Does not cause HP damage.&lt;br /&gt;
&lt;br /&gt;
===Psi Shadow===&lt;br /&gt;
Similar to Mimetic Skin, save for that if the enemy gets around the full cover, it is immediately dropped. Also, Low Profile will allow you to move undetected to half-cover, but it will also be immediately dropped on arrival.&lt;br /&gt;
&lt;br /&gt;
===Mind Control===&lt;br /&gt;
Same a vanilla--- granted, more difficult due to lack of Iron Will in the OTS. Also: alien weapons are no longer dropped intact if killed while MCed.&lt;br /&gt;
&lt;br /&gt;
===Rift===&lt;br /&gt;
A highly damaging area effect attack. The secret to creating Rifts can only be found by Mind Controlling an Ethereal in battle.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
*&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; vs &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; vs &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;&lt;br /&gt;
The one you choose of these three will be the main PXP-gathering method for that soldier, so keep in mind what opportunities they will have. For example, Snipers played in vanilla&#039;s Squadsight/Archangel style won&#039;t have the regular opportunity to Mindfray, but can take, say, the Double Tap cooldown turn to Merge with a mid-range soldier, boosting their chance for Mindfray or rolling a crit when firing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psi Panic&#039;&#039;&#039; vs &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039;&lt;br /&gt;
Psi Panic is more proactive and is an excellent way to disable key aliens when (read: not &amp;quot;if&amp;quot;) you get overwhelmed, while Neural Feedback can protect the soldier and nearby squadmates from psionic attacks, is &#039;always on&#039;, and return some damage for all the trouble the Sectoid&#039;s expanded ability set&#039;s been giving you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Distortion Field&#039;&#039;&#039; vs &#039;&#039;&#039;Regen Biofield&#039;&#039;&#039;&lt;br /&gt;
Both passive abilities, it&#039;s a bit of a tossup between a nudge to maybe avoid a hit, or recover a smidgeon &#039;&#039;after&#039;&#039; being hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; vs &#039;&#039;&#039;Psychokinetic Strike&#039;&#039;&#039; vs &#039;&#039;&#039;Psi Shadow&#039;&#039;&#039;&lt;br /&gt;
Three very good abilities, soldier class will be the primary decider, followed by playstyle. TK Field lasts one round and needs to be used, but is vastly more powerful than Distortion field; good for mid-range soldiers. PK Strike might be good for Rocketeers (or for any soldier you use in &#039;&#039;replacement&#039;&#039; of one) for when you want to take out cover, but don&#039;t want to spend a rocket or grenade (or the target is out of range for explosives). And invisibility is still a Sniper or Scout&#039;s best friend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=EXALT_Units_(Long_War)&amp;diff=58485</id>
		<title>EXALT Units (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=EXALT_Units_(Long_War)&amp;diff=58485"/>
		<updated>2014-08-05T22:59:08Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: Created page with &amp;quot;EXALT units are largely unchanged from their vanilla incarnation in terms of behaviour, though like Aliens, they gain progressive health, damage, and accuracy increases over t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EXALT units are largely unchanged from their vanilla incarnation in terms of behaviour, though like Aliens, they gain progressive health, damage, and accuracy increases over time, and can also gain new perks.&lt;br /&gt;
&lt;br /&gt;
EXALT personnel start out using basic ballistic weaponry equivalent to your own, but eventually upgrade to Beam Laser weapons. Unlike vanilla, EXALT&#039;s laser weapons have self-destruct dead-switch systems built in. It should be noted that if the operator is hit with a powerful electrical shock, such as the Arc Thrower, then the weapon&#039;s dead-switch is disabled, and thus it can be retrieved. This allows Commanders to augment their reserves of basic laser weapons (for arming second-line personnel) through capturing equipment if desired.&lt;br /&gt;
&lt;br /&gt;
Commanders should beware that EXALT units can now spawn as part of terror missions later in the game, immediately given away by the regular EXALT static-filled chatter. They may also spawn as the Scout/Navigator unit for alien pods in terror missions. The implications are clear; EXALT cells have begun working with the aliens openly, or the aliens are mind-controlling EXALT personnel. Either way, be careful; EXALT agents may not progress past beam laser weapons, but their elite operatives can easily boast as much health as an experienced XCOM operative in heavy armour and have a similar array of perks available.&lt;br /&gt;
&lt;br /&gt;
As a final note- EXALT will not do an instant and complete switch to Elite units. At first, their elites will pop up in fairly small groups, maybe one or two pods per Covert Op. Eventually, however, almost every EXALT agent on a given operation will be an Elite.&lt;br /&gt;
&lt;br /&gt;
==Operative==&lt;br /&gt;
Standard EXALT operative. Armed with a ballistic rifle and high-explosive grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Opportunist, Aggression, Tactical Sense, Suppression, Bring &#039;Em On, Lightning Reflexes, Resilience, Light &#039;Em Up&lt;br /&gt;
===Elite===&lt;br /&gt;
Armed with a laser rifle, alien grenade, and basic gene mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Grenadier, Opportunist, Aggression, Lightning Reflexes, Bombardier, Resilience, Light &#039;Em Up, Sharpshooter, Covering Fire, Suppression, Tactical Sense&lt;br /&gt;
==Sniper==&lt;br /&gt;
Frequently one of the least dangerous agent types, simply because EXALT agents like to get up close and personal with the objectives- an area in which sniper rifles perform extremely poorly, especially in Long War. Expect trouble if you are running a Covert Extraction mission or there are other EXALT agents on the objective during Data Recovery, though, as snipers will be less inclined to move around and more liable to start shooting effectively.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Sharpshooter, Low Profile, Squadsight, Aggression, Executioner, In The Zone&lt;br /&gt;
===Elite===&lt;br /&gt;
Elite Snipers use a beam laser sniper rifle, but are otherwise fairly unremarkable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Squadsight, Sharpshooter, Aggression, Lone Wolf, Mayhem, In The Zone, Bring &#039;Em On, Combined Arms, Low Profile&lt;br /&gt;
==Heavy==&lt;br /&gt;
Heavily armed, EXALT&#039;s Heavy troopers present a significant threat to your units, especially since they can possess the HEAT Ammo/Warheads perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Covering Fire, Grenadier, Danger Zone, Light &#039;Em Up, Will To Survive, HEAT Ammo, Mayhem, Javelin Rockets&lt;br /&gt;
===Elite===&lt;br /&gt;
Swapping their ballistic LMG for a laser model, and packing an alien grenade, Elite Heavies are even more dangerous. They also gain the Iron Skin genemod as before, reducing damage taken by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Danger Zone, Javelin Rockets, Light &#039;Em Up, Grenadier, Will To Survive, HEAT Ammo, Mayhem, Bombardier, Rocketeer, Tactical Sense, &lt;br /&gt;
==Medic==&lt;br /&gt;
EXALT medics function much the same as their regular counterpart. They can deploy smoke and heal allies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Covering Fire, Tactical Sense, Sprinter, Savior, Opportunist, Regeneration, Sentinel&lt;br /&gt;
===Elite===&lt;br /&gt;
Medics, but better. They have a wider array of perks at their disposal, on top of the Regen Pheromones genemod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Covering Fire, Suppression, Tactical Sense, Dense Smoke, Sprinter, Regeneration, Savior, Opportunist, Low Profile, Sentinel, Light &#039;Em Up&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=58427</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=58427"/>
		<updated>2014-08-04T07:55:05Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: Tidied up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
One notable change to UFO behaviour in Long War is that UFOs can sometimes be forced to abort their missions by inflicting sufficient damage, without needing to shoot them down. For instance, if you detect an incoming Terror Ship and manage to damage it enough, then it may decide to evac instead of continuing on with its mission. UFOs may also seem to perform an emergency landing (not a crash) if sufficient damage is dealt.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None. &lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light. &lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles work well&#039;&#039;&#039; against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate. &lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy.&lt;br /&gt;
&lt;br /&gt;
As of Beta 10, a gamebreaking bug that caused the Overseer to always explode has been fixed, so a full game is now playable.&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy. &lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Abductor, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy. &lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=58422</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=58422"/>
		<updated>2014-08-04T06:49:38Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|requires=Alien Weaponry&lt;br /&gt;
|manpower=n/a&lt;br /&gt;
|costs=§200&lt;br /&gt;
|quicklycosts=§300, 10 Meld&lt;br /&gt;
|power=5&lt;br /&gt;
|maintenance=§25/mo&lt;br /&gt;
|build time=10 days&lt;br /&gt;
|quickly build time=5 days&lt;br /&gt;
|provides=Foundry projects&lt;br /&gt;
|adjacency= Workshop: 5% refunds&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.&lt;br /&gt;
&lt;br /&gt;
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Projects&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Requirements&lt;br /&gt;
! Cost&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | SHIV-Specific Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Repair&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck&lt;br /&gt;
| Reduces SHIV repair time&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Defenses&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Unlocks two new utility items for SHIVs to increase their defensive capabilities&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | General Mechanical Unit Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| All SHIVs(?) and MECs are granted the &#039;&#039;Sprinter&#039;&#039; perk upon completing the project.&amp;lt;br&amp;gt;Unlocks &#039;&#039;Walker Servos&#039;&#039; for infantry and &#039;&#039;Elerium Turbos&#039;&#039; for MECs/SHIVs&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Interceptor and SHIV repair speed&lt;br /&gt;
|-&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ? Elerium, ? Alloys, ? Meld, ? Corpses&lt;br /&gt;
| Increases health of mechanised units (SHIV, MEC)&lt;br /&gt;
|-&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Kinetic Strike damage by 50%&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| ?&lt;br /&gt;
| §40&lt;br /&gt;
| Grants SHIVs the Suppression perk, allowing them to use suppressing fire in combat&lt;br /&gt;
|-&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Elerium&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Flamethrower damage by ~50%.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | General Weapon Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| ?&lt;br /&gt;
| §80, 5x Alloys&lt;br /&gt;
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150, 20x Alloys, 15x Weapon Fragments&lt;br /&gt;
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.&lt;br /&gt;
|-&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments&lt;br /&gt;
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Pistol Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| -&lt;br /&gt;
| §35, 5x Weapon Fragments&lt;br /&gt;
| Increases chance of scoring a critical hit with pistols&lt;br /&gt;
|-&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §?, ?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Aerospace Improvements&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| ?&lt;br /&gt;
| §50, 10x Weapon Fragments, 10x Meld&lt;br /&gt;
| Allows production of single-use &#039;booster&#039; items for interception&lt;br /&gt;
|-&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Interceptor combat time.&lt;br /&gt;
|-&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld&lt;br /&gt;
| Increases Interceptor HP.&lt;br /&gt;
|-&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld&lt;br /&gt;
| Grants Interceptors secondary missiles.&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers&lt;br /&gt;
| Increaes armor penetration of air-to-air weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200, 20x Alloys&lt;br /&gt;
| Grants additional soldier slots on certain missions; alien base raids (10), EXALT HQ raid (?), and Temple Ship (14?)&lt;br /&gt;
|-&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400, 35x Weapon Fragments, 3x UFO Flight Computers&lt;br /&gt;
| Increases Interceptor hit chance.&lt;br /&gt;
|-&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols&lt;br /&gt;
|-&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Upgrades aerial Laser Cannons.&lt;br /&gt;
|-&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Interceptor dodge chance.&lt;br /&gt;
|-&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Material Recovery&lt;br /&gt;
|-&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Elerium recovery from combat.&lt;br /&gt;
|-&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases alloy salvage from crash sites by between 15 and 20 percent&lt;br /&gt;
|-&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| ?&lt;br /&gt;
| §200, x10 Elerium, x20 Alloys, x30 Meld&lt;br /&gt;
| Increases weapon fragment recovery from combat by 25%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases stunning ability of the Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment&lt;br /&gt;
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §?, ?x Alien Surgery, ?x Alien Stasis Tank&lt;br /&gt;
| Increases soldier healing rate by using alien technology&lt;br /&gt;
|-&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Thin Man Auhtopsy&lt;br /&gt;
| §180, 10x Thin Man Corpses, 10x Meld&lt;br /&gt;
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)&lt;br /&gt;
|-&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects&lt;br /&gt;
|-&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| SCOPE increases user&#039;s chance of scoring a critical hit&lt;br /&gt;
|-&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=58421</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=58421"/>
		<updated>2014-08-04T06:37:51Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECS. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate Defense and have innate [[Damage (Long War)#Damage Reduction|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the Soldier roster on the base. Only soldiers with a rank of Specialist or above are eligible for MEC training; the higher the rank, the more abilities the MEC will start with.&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customised in ways that can suit any playstyle and offer greater tactical freedom, when setting up squads for missions.&amp;lt;br&amp;gt;&lt;br /&gt;
Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training, this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;One For All&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic Specialist-rank perk (such as &#039;&#039;Light &#039;Em Up&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed; as long as you have enough operators (barring injury) it would be possible to have a MEC on every mission. It should be noted, though, that suits are no longer recoverable; losing a MEC Trooper in battle means the suit is destroyed as well.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and they can be affected by things like Mindfray and Panic as a result. This is something to keep in mind when choosing which soldiers should be converted into a MEC trooper, as it can have catastrophic consequences if a MEC panics and runs into an exposed position or is mindcontrolled.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
&lt;br /&gt;
Like vanilla, there are three different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot and a mix of upgrade slots that come in two varieties - Secondary Weapon and Utility. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts. Note that this includes the devices that were exclusive to one another in vanilla: for example, you can equip both the Flamethrower &#039;&#039;and&#039;&#039; the Kinetic Punch at the same time. No &amp;quot;Flaming Rocket Punch&amp;quot;, though.&lt;br /&gt;
&lt;br /&gt;
As a result, the earlier MEC units are no longer &#039;&#039;completely&#039;&#039; obsoleted by the later models. Whilst having more secondary weapons can be a huge benefit to a team (given the indirect fire support potential of a Grenade Launcher, for instance) the operator also loses out on very useful utility and upgrade items such as ammo capacity (Autoloader), health (Alloy Belt) and accuracy (Weapon Gyros). Commanders may want to think twice before upgrading &#039;&#039;all&#039;&#039; of their suits to the Mark 3 Paladin model.&lt;br /&gt;
&lt;br /&gt;
Primary Weapons include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapons include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamer+Kinetic Strike) but in some cases, multiples of the &#039;&#039;same&#039;&#039; Secondary Weapon can be installed. This acts much like giving a soldier two grenades in both slots, and can allow MECs with Packmaster (such as the Shogun) to have extremely large special munition reserves - ideal for extremely long missions.&lt;br /&gt;
&lt;br /&gt;
Upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs such as the basic Autoloader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-1 Warden&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; +10 / &#039;&#039;&#039;Defense:&#039;&#039;&#039; +20 / &#039;&#039;&#039;Will:&#039;&#039;&#039; +10&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped one secondary weapon slot and two utility slots. The Mark I Warden is the first MEC suit you can acquire, and also the least durable, but its utility slots give operators a good &#039;early edge&#039; when Commanders don&#039;t need (or don&#039;t have the resources to produce) lots of secondary weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-2 Sentinel&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; +14 / &#039;&#039;&#039;Defense:&#039;&#039;&#039; +20 / &#039;&#039;&#039;Will:&#039;&#039;&#039; +15&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with two secondary weapon slots and two utility slots. The Mark II Sentinel chassis is tougher and effectively a straight upgrade over the Mark I Warden. It also provides its wearer with a slightly higher Will boost than the Mark I.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-3 Paladin&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; +18 / &#039;&#039;&#039;Defense:&#039;&#039;&#039; +20 / &#039;&#039;&#039;Will:&#039;&#039;&#039; +20&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with three secondary weapon slots and one utility slot, the Mark III Paladin sacrifices upgrades and secondary-utility equipment for the ability to bring a massive array of support weaponry. It also has the highest health of all MEC units and provides a little more Will than the prior models. It also grants the user the &#039;&#039;Tactical Senses&#039;&#039; perk, further increasing defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The Alloy Belt&#039;s HP bonus scales to the tier of the MEC instead of granting a flat HP boost, meaning that a Paladin suit will gain a much larger health increase compared to the Warden suit.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-3 Paladin will need a MEC-2 Sentinel chassis in order to be created, essentially converting the Sentinel into the Paladin. Fortunately, this is somewhat less Meld-intensive than vanilla MEC upgrading.&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. &lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reducton, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopod. Their Maximum health can be boosted, by quite a bit, with the Alloy belt upgrade, increasing its durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
The firepower MEC units bring to the table is also extremely helpful in EXALT missions, as a Shogun can make use of grenades to deny cover and proximity mines to &#039;trap&#039; groups (if any one member moves, then they all take damage!) whilst a high-ranking Pathfinder can rack up a sizeable bodycount using In The Zone.&lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
A good rule of thumb, when choosing which soldiers to convert into MEC Troopers, is that the MEC class variant will, In most cases, behave like the class which the Soldier was beforehand. This means, that the Soldier can retain the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Goliath, open up for more tactical diversity of a given class, or can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out, what sort of MEC you would want for your specific team.&lt;br /&gt;
&lt;br /&gt;
* The [[Jaeger (Long War)|Jaeger]] is created from the Sniper Class. Jaegers receive Vital Point Targeting at first rank, and excel at singling out and destroying individual opponents regardless of their cover.&lt;br /&gt;
* The [[Pathfinder (Long War)|Pathfinder]] is created from the Scout Class. Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. They have the potential to be the fastest-moving class of all, with the correct perk choices.&lt;br /&gt;
* The [[Valkyrie (Long War)|Valkyrie]] is created from the Infantry Class, and focuses on making maximum use of the MEC&#039;s main/primary weapon. By taking Shredder Ammo, Valkyries can set up tougher enemies for focus-fire kills, or even gun down certain opponents all by themselves.&lt;br /&gt;
* The [[Marauder (Long War)|Marauder]] is created from the Assault Class. Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive &#039;&#039;Run &#039;n&#039; Gun&#039;&#039;.&lt;br /&gt;
* The [[Goliath (Long War)|Goliath]] is created from the Gunner Class. They&#039;re by far the slowest (no perks grant Mobility increases) but have the most Defense-related perks, and thus excel in the Tanking role mentioned above.&lt;br /&gt;
* The [[Archer (Long War)|Archer]] is created from the Rocketeer Class, and whilst slow, is capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher.&lt;br /&gt;
* The [[Guardian (Long War)|Guardian]] is created from the Medic Class, and its upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission.&lt;br /&gt;
* The [[Shogun (Long War)|Shogun]] is created from the Engineer Class, and excels at battlefield control by deploying mines and using the &#039;&#039;Sapper&#039;&#039; perk to destroy cover with grenades. They can also excel in an anti-armour role, as they can receive both HEAT Ammo and HEAT Warheads, making all of their weapons especially effective against mechanical opponents.&lt;br /&gt;
&lt;br /&gt;
== Absorption Fields ==&lt;br /&gt;
The Absorption Fields MEC perk has changed and integrated in to the Damage Reduction system. Absorption fields now work on the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields absorb up to 40% of the damage of a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after Shock Absorbent Armor, but before the MEC&#039;s built-in damage reduction and Damage Control perk.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=58419</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=58419"/>
		<updated>2014-08-04T04:53:05Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Chryssalid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=3-20&lt;br /&gt;
|aim=65-115&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=5-105&lt;br /&gt;
|move=12&lt;br /&gt;
|fuel=0&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Confers +1 extra damage to all pistol type weapons. Furthermore eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3-56&lt;br /&gt;
|aim=60-100&lt;br /&gt;
|defense=0-20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12-14&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Any hit that would do 33% or more damage to the Unit&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
|fuel=0&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. 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.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Men==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Thin Man squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Close and Personal&lt;br /&gt;
|-&lt;br /&gt;
| Sharpshooter&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Squadsight&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb|right]]&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters. Squad Leaders will have Close Combat Specialist. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Floater squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Damn Good Ground&lt;br /&gt;
|-&lt;br /&gt;
| Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
| Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Mayhem&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
[[File: Chryssalid.png|thumb|right]]&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by half, which brings it considerably under the range a flashbang can be thrown. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a Zombie &#039;scout&#039; or &#039;navigator&#039; unit on any mission type.&lt;br /&gt;
&lt;br /&gt;
A Squad Leader&#039;s regeneration ability applies to all chryssalids within their pod, not just the leader itself.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Chryssalid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
[[File:Zombie_2_(EU2012).png|thumb|right|Brains?]]&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - whilst they don&#039;t gain any perks, they do become faster at first, and then tougher later, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
[[Image:Seeker 2 (EU2012).png|thumb|right|The Seeker]]&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Seeker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited cloaks&lt;br /&gt;
|-&lt;br /&gt;
| Holo Targeting&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Close Encounters&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Muton squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
| Opportunist&lt;br /&gt;
|-&lt;br /&gt;
| Heat Warheads&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by drones. Cyberdiscs usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their 20 HP pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Cyberdisk squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
[[Image:Mechtoid 2.png|right|thumb|The Mechtoid]]&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Mechtoid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Fire Control&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Fields&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard).&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Berserker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Neural Damping&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Heavy Floater squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Heat Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Close and Personal&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Mayhem&lt;br /&gt;
|-&lt;br /&gt;
| Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Sectopod squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Field&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=58417</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=58417"/>
		<updated>2014-08-04T03:49:26Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* MEC and SHIV Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot. Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Items for XCom operatives&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Weight !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| § || [[Elerium (EU2012)| E ]] || [[Alien Alloys (EU2012)| A ]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt; T &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
|Alien Trophy || 1 || All || - || Grants immunity to panic, except Psi Panic || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Medikit || 1 || All || - || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Rocket || 2 || Rocketeer || - || Grants one additional rocket. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shredder Rocket || 2 || Rocketeer || - || Grants one additional shredder rocket. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Arc Thrower || 2 || All || Xenoneurology || Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 100 || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Smartgun Kit || 1 || Gunner || Experimental Warfare || Grants the Advanced Fire Control perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Bipod || 0 || Gunner || Experimental Warfare || Confers Platform Stability perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Suit || 1 || All || Seeker Autopsy || Grants +7 Defense once per mission. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
|Ceramic Plating || 1 || All || - || Provides +1 Armor HP. Cannot be stacked with Chitin Plating. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Chitin Plating || 1 || All || Chryssalid Autopsy || Increases Health by 3, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with Ceramic Plating. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Reinforced Armor || 2 || All || Alien Materials || Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with Alloy Plating. || 70 || 0 || 10 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Plating || 1 || All || Alien Materials || Provides +2 Armor HP. || 50 || 0 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Thrown Devices&lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanner || 1 || All || - || Can be thrown to provide vision for two turns. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Mimic Beacon || 1 || All || ? || When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
|AP Grenade || 1 || All || - || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || 1 || All || - ||  Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.&amp;lt;br&amp;gt;Synthetic/cybernetic and psionic enemies are immune.|| colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade || 1 || All || - || Confers +20 Defense to units in radius for two turns. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|HE Grenade || 1 || All || - || Deals 1-5 damage to units in blast radius and can destroy cover || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Alien Grenade || 1 || All || Alien Grenades || Deals ?-? damage to units in blast radius and can destroy cover  Replaces HE Grenade via Foundry Project.|| colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Chem Grenade || 1 || All || Thin Man Autopsy || Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage each turn; hunkering down can reduce damage. All targets (also including robots) also suffer aim and damage reduction penalties. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Psi Grenade || 1 || Psionic || Xenopsionics || Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Grenade || 1 || Psionic || Xenopsionics || Grants stealth to units in an area for one turn. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Ammunition&lt;br /&gt;
|-&lt;br /&gt;
|Hi Cap Mags || 1 || All || - || +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shredder Ammo || 1 || Assault || Experimental Warfare || Grants the Shredder Ammunition perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Armor Piercing Ammo || 1 || Gunner || Experimental Warfare || Reduces enemy damage reduction (including that from cover) by 1. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Breaching Ammo || 1 || Assault || Experimental Warfare || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Reaper Rounds || 1 || All || Experimental Warfare || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon&#039;s effective range. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Alloy-Jacketed Rounds || 1 || All || Enhanced Ballistics || Increases Ballistic and Gauss weapon damage by 1. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Gunsights and Optics&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || 1 || All || - || +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|SCOPE || 1 || All || Alien Weaponry || Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade || 80 || 0 || 0 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Targeting Module || 1 || All || Xenobiology || Provides +7 Critical Hit Chance to a soldiers primary weapon. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator Gunsight || 0 || Scout || Experimental Warfare || Confers Executioner perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Scope || 0 || Scout || Experimental Warfare || Grants Sharpshooter perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Neural Gunlink || 1 || Psionic || Xenopsionics || Grants +10 Aim, but -15 Will. Stacks with SCOPE and Laser Sight. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot; | Items for mechanized units&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | Weight !! rowspan=&amp;quot;2&amp;quot; | Research !!  rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| § || [[Elerium (EU2012)| E ]] || [[Alien Alloys (EU2012)| A ]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt; T &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Gyros || Y || Y || 1 || Alien Weaponry || Provides 5 additional points of aim to primary weapon. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Elerium Turbos || Y || Y || 0 || Advanced Servomotors || Increases SHIV/MEC mobility by 2 points. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Autoloader || Y || Y || 1 || - || Grants Lock N&#039; Load perk, allowing for additional shots to be fired before reloading is required. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|HEAT Ammo || N || Y || 1 || Alien Materials || Grants HEAT Ammo perk, providing additional damage against mechanized units. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Belt || Y || Y || 1 || Alien Materials || Grants Extra Conditioning perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Smartshell Pods || N || Y || ? || Experimental Warfare || Grants the Flush ability and provides +5% aim . || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Tracking Pods || N || Y || ? || Experimental Warfare || Grants the Advanced Fire Control perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Holo-Targeter || Y || Y || ? || Drone Autopsy || Grants Holo-Targeting perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Autosentry Turret || N || Y || ? || Cyberdisc Autopsy  || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Core Armoring || N || Y || ? || SHIV Defenses  || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot; | Damage Enhancing Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Depleted Elerium Rounds || Y || Y || ? || Enhanced Ballistics || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || ? || ? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=58411</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=58411"/>
		<updated>2014-08-03T22:14:29Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Chryssalid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=3-20&lt;br /&gt;
|aim=65-115&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=5-105&lt;br /&gt;
|move=12&lt;br /&gt;
|fuel=0&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Confers +1 extra damage to all pistol type weapons. Furthermore eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3-56&lt;br /&gt;
|aim=60-100&lt;br /&gt;
|defense=0-20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12-14&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Any hit that would do 33% or more damage to the Unit&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 9 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. 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.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Outsider squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Squadsight&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Men==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Thin Man squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Close and Personal&lt;br /&gt;
|-&lt;br /&gt;
| Sharpshooter&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Squadsight&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb|right]]&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters. Squad Leaders will have Close Combat Specialist. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Floater squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Damn Good Ground&lt;br /&gt;
|-&lt;br /&gt;
| Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
| Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Mayhem&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
[[File: Chryssalid.png|thumb|right]]&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by half, which brings it considerably under the range a flashbang can be thrown. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
A Squad Leader&#039;s regeneration ability applies to all chryssalids within their pod, not just the leader itself.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Chryssalid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
[[File:Zombie_2_(EU2012).png|thumb|right|Brains?]]&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - whilst they don&#039;t gain any perks, they do become faster at first, and then tougher later, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
[[Image:Seeker 2 (EU2012).png|thumb|right|The Seeker]]&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Seeker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited cloaks&lt;br /&gt;
|-&lt;br /&gt;
| Holo Targeting&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Close Encounters&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Muton squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
| Opportunist&lt;br /&gt;
|-&lt;br /&gt;
| Heat Warheads&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by drones. Cyberdiscs usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their 20 HP pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Cyberdisk squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
[[Image:Mechtoid 2.png|right|thumb|The Mechtoid]]&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Mechtoid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Fire Control&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Fields&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard).&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Berserker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Neural Damping&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Heavy Floater squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Heat Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Close and Personal&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Mayhem&lt;br /&gt;
|-&lt;br /&gt;
| Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Sectopod squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Field&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=58410</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=58410"/>
		<updated>2014-08-03T22:11:05Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=3-20&lt;br /&gt;
|aim=65-115&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=5-105&lt;br /&gt;
|move=12&lt;br /&gt;
|fuel=0&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Confers +1 extra damage to all pistol type weapons. Furthermore eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3-56&lt;br /&gt;
|aim=60-100&lt;br /&gt;
|defense=0-20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12-14&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Any hit that would do 33% or more damage to the Unit&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 9 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. 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.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Outsider squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Squadsight&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Men==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Thin Man squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Close and Personal&lt;br /&gt;
|-&lt;br /&gt;
| Sharpshooter&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Squadsight&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb|right]]&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters. Squad Leaders will have Close Combat Specialist. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Floater squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Damn Good Ground&lt;br /&gt;
|-&lt;br /&gt;
| Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
| Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Mayhem&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
[[File: Chryssalid.png|thumb|right]]&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by half, which brings it considerably under the range a flashbang can be thrown. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids.&lt;br /&gt;
&lt;br /&gt;
A Squad Leader&#039;s regeneration ability applies to all chryssalids within their pod, not just the leader itself.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Chryssalid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
[[File:Zombie_2_(EU2012).png|thumb|right|Brains?]]&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - whilst they don&#039;t gain any perks, they do become faster at first, and then tougher later, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
[[Image:Seeker 2 (EU2012).png|thumb|right|The Seeker]]&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Seeker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited cloaks&lt;br /&gt;
|-&lt;br /&gt;
| Holo Targeting&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Close Encounters&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Muton squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
| Opportunist&lt;br /&gt;
|-&lt;br /&gt;
| Heat Warheads&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by drones. Cyberdiscs usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their 20 HP pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Cyberdisk squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
[[Image:Mechtoid 2.png|right|thumb|The Mechtoid]]&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Mechtoid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Fire Control&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Fields&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard).&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Berserker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Neural Damping&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Heavy Floater squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Heat Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Close and Personal&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Mayhem&lt;br /&gt;
|-&lt;br /&gt;
| Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Sectopod squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Field&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=58403</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=58403"/>
		<updated>2014-08-03T11:18:35Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* MEC Suits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECS. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate Defense and have innate [[Damage (Long War)#Damage Reduction|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the Soldier roster on the base. Only soldiers with a rank of Specialist or above are eligible for MEC training; the higher the rank, the more abilities the MEC will start with.&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customised in ways that can suit any playstyle and offer greater tactical freedom, when setting up squads for missions.&amp;lt;br&amp;gt;&lt;br /&gt;
Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training, this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;One For All&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic Specialist-rank perk (such as &#039;&#039;Light &#039;Em Up&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed; as long as you have enough operators (barring injury) it would be possible to have a MEC on every mission. It should be noted, though, that suits are no longer recoverable; losing a MEC Trooper in battle means the suit is destroyed as well.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and they can be affected by things like Mindfray and Panic as a result. This is something to keep in mind when choosing which soldiers should be converted into a MEC trooper, as it can have catastrophic consequences if a MEC panics and runs into an exposed position or is mindcontrolled.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
&lt;br /&gt;
Like vanilla, there are three different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot and a mix of upgrade slots that come in two varieties - Secondary Weapon and Utility. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts. Note that this includes the devices that were exclusive to one another in vanilla: for example, you can equip both the Flamethrower &#039;&#039;and&#039;&#039; the Kinetic Punch at the same time. No &amp;quot;Flaming Rocket Punch&amp;quot;, though.&lt;br /&gt;
&lt;br /&gt;
As a result, the earlier MEC units are no longer &#039;&#039;completely&#039;&#039; obsoleted by the later models. Whilst having more secondary weapons can be a huge benefit to a team (given the indirect fire support potential of a Grenade Launcher, for instance) the operator also loses out on very useful utility and upgrade items such as ammo capacity (Autoloader), health (Alloy Belt) and accuracy (Weapon Gyros). Commanders may want to think twice before upgrading &#039;&#039;all&#039;&#039; of their suits to the Mark 3 Paladin model.&lt;br /&gt;
&lt;br /&gt;
Primary Weapons include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapons include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. Upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs such as the basic Autoloader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-1 Warden&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; +10 / &#039;&#039;&#039;Defense:&#039;&#039;&#039; +20 / &#039;&#039;&#039;Will:&#039;&#039;&#039; +10&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped one secondary weapon slot and two utility slots. The Mark I Warden is the first MEC suit you can acquire, and also the least durable, but its utility slots give operators a good &#039;early edge&#039; when Commanders don&#039;t need (or don&#039;t have the resources to produce) lots of secondary weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-2 Sentinel&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; +14 / &#039;&#039;&#039;Defense:&#039;&#039;&#039; +20 / &#039;&#039;&#039;Will:&#039;&#039;&#039; +15&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with two secondary weapon slots and two utility slots. The Mark II Sentinel chassis is tougher and effectively a straight upgrade over the Mark I Warden. It also provides its wearer with a slightly higher Will boost than the Mark I.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-3 Paladin&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; +18 / &#039;&#039;&#039;Defense:&#039;&#039;&#039; +20 / &#039;&#039;&#039;Will:&#039;&#039;&#039; +20&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with three secondary weapon slots and one utility slot, the Mark III Paladin sacrifices upgrades and secondary-utility equipment for the ability to bring a massive array of support weaponry. It also has the highest health of all MEC units and provides a little more Will than the prior models. It also grants the user the &#039;&#039;Tactical Senses&#039;&#039; perk, further increasing defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The Alloy Belt increases its HP bonus the higher the tier of the MEC, meaning that a Paladin suit will gain a much larger health boost as opposed to the Warden suit.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version I.E: A MEC-3 Paladin will need a MEC-2 Sentinel chassis in order to be created, essentially converting the Sentinel into the Paladin. Fortunately, this is somewhat less Meld-intensive than vanilla MEC upgrading.&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. &lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade launcher, the offensive capabilities of the MEC is great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reducton, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopod. Their Maximum health can be boosted, by quite a bit, with the Alloy belt upgrade, increasing its durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
&lt;br /&gt;
* The [[Jaeger (Long War)|Jaeger]] is created from the Sniper Class&lt;br /&gt;
* The [[Pathfinder (Long War)|Pathfinder]] is created from the Scout Class&lt;br /&gt;
* The [[Valkyrie (Long War)|Valkyrie]] is created from the Infantry Class&lt;br /&gt;
* The [[Marauder (Long War)|Marauder]] is created from the Assault Class&lt;br /&gt;
* The [[Goliath (Long War)|Goliath]] is created from the Gunner Class&lt;br /&gt;
* The [[Archer (Long War)|Archer]] is created from the Rocketeer Class&lt;br /&gt;
* The [[Guardian (Long War)|Guardian]] is created from the Medic Class&lt;br /&gt;
* The [[Shogun (Long War)|Shogun]] is created from the Engineer Class&lt;br /&gt;
&lt;br /&gt;
== Absorption Fields ==&lt;br /&gt;
The Absorption Fields MEC perk has changed and integrated in to the Damage Reduction system. Absorption fields now work on the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields absorb up to 40% of the damage of a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after Shock Absorbent Armor, but before the MEC&#039;s built-in damage reduction and Damage Control perk.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=58401</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=58401"/>
		<updated>2014-08-03T11:05:17Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
One alien in a pod will be a squad leader, with improved stats and sometimes new abilities. They can almost always be identified by their higher health than normal, and they are often (slightly) physically larger as well. This effect can be best observed with Chryssalid pods, as they are most often made up purely of Chryssalids.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities, so the aliens in your individual game may differ a little than described below.&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=3-20&lt;br /&gt;
|aim=65-115&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=5-105&lt;br /&gt;
|move=12&lt;br /&gt;
|fuel=0&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Confers +1 extra damage to all pistol type weapons. Furthermore eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Drone squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Holo Targeting&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Fields&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 9 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. 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.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Outsider squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Squadsight&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Men==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Thin Man squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Close and Personal&lt;br /&gt;
|-&lt;br /&gt;
| Sharpshooter&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Squadsight&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb|right]]&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters. Squad Leaders will have Close Combat Specialist. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Floater squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Damn Good Ground&lt;br /&gt;
|-&lt;br /&gt;
| Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
| Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Mayhem&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
[[File: Chryssalid.png|thumb|right]]&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by half, which brings it considerably under the range a flashbang can be thrown. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Chryssalid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
[[Image:Zombie 2 (EU2012.png|thumb|right|Brains?]]&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - whilst they don&#039;t gain any perks, they do become faster at first, and then tougher later, whilst their melee damage steadily ramps up over time. It may also be possible to rarely encounter them as a special pod spawn only during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
[[Image:Seeker 2 (EU2012).png|thumb|right|The Seeker]]&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Seeker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited cloaks&lt;br /&gt;
|-&lt;br /&gt;
| Holo Targeting&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Close Encounters&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Muton squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
| Opportunist&lt;br /&gt;
|-&lt;br /&gt;
| Heat Warheads&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by drones. Cyberdiscs usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their 20 HP pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Cyberdisk squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
[[Image:Mechtoid 2.png|right|thumb|The Mechtoid]]&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Mechtoid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Fire Control&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Fields&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard).&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Berserker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Neural Damping&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Heavy Floater squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Heat Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Close and Personal&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Mayhem&lt;br /&gt;
|-&lt;br /&gt;
| Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Sectopod squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Field&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=58396</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=58396"/>
		<updated>2014-08-03T06:16:26Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Sectopod */ repetition repetition repetition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
One alien in a pod will be a squad leader, with improved stats and sometimes new abilities. They can almost always be identified by their higher health than normal.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities, so the aliens in your individual game may differ a little than described below.&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
[[File:Sectoid (EU2012).jpg|thumb|right]]&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Sectoid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Low Profile&lt;br /&gt;
|-&lt;br /&gt;
| Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
| Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Opportunist&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Drone squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Holo Targeting&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Fields&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 9 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. 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.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Outsider squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Squadsight&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Men==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Thin Man squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Close and Personal&lt;br /&gt;
|-&lt;br /&gt;
| Sharpshooter&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Squadsight&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb|right]]&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters. Squad Leaders will have Close Combat Specialist. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Floater squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Damn Good Ground&lt;br /&gt;
|-&lt;br /&gt;
| Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
| Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Mayhem&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
[[File: Chryssalid.png|thumb|right]]&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by half, which brings it considerably under the range a flashbang can be thrown. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Chryssalid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
[[Image:Seeker 2 (EU2012).png|thumb|right|The Seeker]]&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Seeker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited cloaks&lt;br /&gt;
|-&lt;br /&gt;
| Holo Targeting&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Close Encounters&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Muton squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
| Opportunist&lt;br /&gt;
|-&lt;br /&gt;
| Heat Warheads&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by drones. Cyberdiscs usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their 20 HP pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Cyberdisk squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
[[Image:Mechtoid 2.png|right|thumb|The Mechtoid]]&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Mechtoid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Fire Control&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Fields&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard).&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Berserker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Neural Damping&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Heavy Floater squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Heat Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Close and Personal&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Mayhem&lt;br /&gt;
|-&lt;br /&gt;
| Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Sectopod squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Field&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=58394</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=58394"/>
		<updated>2014-08-03T05:51:25Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
One alien in a pod will be a squad leader, with improved stats and sometimes new abilities. They can almost always be identified by their higher health than normal.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities, so the aliens in your individual game may differ a little than described below.&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
[[File:Sectoid (EU2012).jpg|thumb|right]]&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Sectoid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Low Profile&lt;br /&gt;
|-&lt;br /&gt;
| Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
| Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Opportunist&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Drone squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Holo Targeting&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Fields&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 9 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. 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.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Outsider squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Squadsight&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Men==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Thin Man squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Close and Personal&lt;br /&gt;
|-&lt;br /&gt;
| Sharpshooter&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Squadsight&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb|right]]&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters. Squad Leaders will have Close Combat Specialist. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Floater squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Damn Good Ground&lt;br /&gt;
|-&lt;br /&gt;
| Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
| Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Mayhem&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
[[File: Chryssalid.png|thumb|right]]&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by half, which brings it considerably under the range a flashbang can be thrown. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Chryssalid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
[[Image:Seeker 2 (EU2012).png|thumb|right|The Seeker]]&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Seeker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited cloaks&lt;br /&gt;
|-&lt;br /&gt;
| Holo Targeting&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Close Encounters&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Muton squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
| Opportunist&lt;br /&gt;
|-&lt;br /&gt;
| Heat Warheads&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by drones. Cyberdiscs usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their 20 HP pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Cyberdisk squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
[[Image:Mechtoid 2.png|right|thumb|The Mechtoid]]&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Mechtoid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Fire Control&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Fields&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard).&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Berserker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Neural Damping&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Heavy Floater squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Heat Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Close and Personal&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Mayhem&lt;br /&gt;
|-&lt;br /&gt;
| Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous over time.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Sectopod squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Field&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=58388</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=58388"/>
		<updated>2014-08-02T22:03:23Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|requires=Alien Weaponry&lt;br /&gt;
|manpower=n/a&lt;br /&gt;
|costs=§200&lt;br /&gt;
|quicklycosts=§300, 10 Meld&lt;br /&gt;
|power=5&lt;br /&gt;
|maintenance=§25/mo&lt;br /&gt;
|build time=10 days&lt;br /&gt;
|quickly build time=5 days&lt;br /&gt;
|provides=Foundry projects&lt;br /&gt;
|adjacency= Workshop: 5% refunds&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.&lt;br /&gt;
&lt;br /&gt;
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Projects&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Requirements&lt;br /&gt;
! Cost&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | SHIV-Specific Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Repair&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck&lt;br /&gt;
| Reduces SHIV repair time&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Defenses&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Unlocks two new utility items for SHIVs to increase their defensive capabilities&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | General Mechanical Unit Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Improves MEC movement speed&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Interceptor and SHIV repair speed&lt;br /&gt;
|-&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ? Elerium, ? Alloys, ? Meld, ? Corpses&lt;br /&gt;
| Increases health of mechanised units (SHIV, MEC)&lt;br /&gt;
|-&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Kinetic Strike damage by 50%&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| ?&lt;br /&gt;
| §40&lt;br /&gt;
| Grants SHIVs the Suppression perk, allowing them to use suppressing fire in combat&lt;br /&gt;
|-&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Elerium&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Flamethrower damage by ~50%.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | General Weapon Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| ?&lt;br /&gt;
| §80, 5x Alloys&lt;br /&gt;
| Unlocks new item slot-based upgrades for ballistic and gauss weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150, 20x Alloys, 15x Weapon Fragments&lt;br /&gt;
| Unlocks new item-slot based upgrades for laser weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Unlocks new plasma-booster devices&lt;br /&gt;
|-&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases the ammo capacity of weapons by a varying amount. (Usually 1 attack/burst).&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Pistol Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| -&lt;br /&gt;
| §35, 5x Weapon Fragments&lt;br /&gt;
| Increases chance of scoring a critical hit with pistols&lt;br /&gt;
|-&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §?, ?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Aerospace Improvements&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| ?&lt;br /&gt;
| §50, 10x Weapon Fragments, 10x Meld&lt;br /&gt;
| Allows production of single-use &#039;booster&#039; items for interception&lt;br /&gt;
|-&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Interceptor combat time.&lt;br /&gt;
|-&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Interceptor HP.&lt;br /&gt;
|-&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Grants Interceptors secondary missiles.&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increaes armor penetration of air-to-air weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Grants additional soldier slots on certain missions; alien base raids (10), EXALT HQ raid (?), and Temple Ship (14?)&lt;br /&gt;
|-&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Interceptor hit chance.&lt;br /&gt;
|-&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols&lt;br /&gt;
|-&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Upgrades aerial Laser Cannons.&lt;br /&gt;
|-&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Interceptor dodge chance.&lt;br /&gt;
|-&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Material Recovery&lt;br /&gt;
|-&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Elerium recovery from combat.&lt;br /&gt;
|-&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases alloy salvage from crash sites by between 15 and 20 percent&lt;br /&gt;
|-&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| ?&lt;br /&gt;
| §200, x10 Elerium, x20 Alloys, x30 Meld&lt;br /&gt;
| Increases weapon fragment recovery from combat by 25%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases stunning ability of the Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §?, ?x Alien Surgery, ?x Alien Stasis Tank&lt;br /&gt;
| Increases soldier healing rate by using alien technology&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)&lt;br /&gt;
|-&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects&lt;br /&gt;
|-&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ?&lt;br /&gt;
| SCOPE increases user&#039;s chance of scoring a critical hit&lt;br /&gt;
|-&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=58386</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=58386"/>
		<updated>2014-08-02T21:02:09Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot. Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Items for XCom operatives&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Weight !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| § || [[Elerium (EU2012)| E ]] || [[Alien Alloys (EU2012)| A ]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt; T &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
|Alien Trophy || 1 || All || - || Grants immunity to panic, except Psi Panic || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Medikit || 1 || All || - || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Rocket || 2 || Rocketeer || - || Grants one additional rocket. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shredder Rocket || 2 || Rocketeer || - || Grants one additional shredder rocket. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Arc Thrower || 2 || All || Xenoneurology || Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 100 || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Smartgun Kit || 1 || Gunner || Experimental Warfare || Grants the Advanced Fire Control perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Bipod || 0 || Gunner || Experimental Warfare || Confers Platform Stability perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Suit || 1 || All || Seeker Autopsy || Grants +7 Defense once per mission. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
|Ceramic Plating || 1 || All || - || Provides +1 Armor HP. Cannot be stacked with Chitin Plating. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Chitin Plating || 1 || All || Chryssalid Autopsy || Increases Health by 3, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with Ceramic Plating. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Reinforced Armor || 2 || All || Alien Materials || Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with Alloy Plating. || 70 || 0 || 10 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Plating || 1 || All || Alien Materials || Provides +2 Armor HP. || 50 || 0 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Thrown Devices&lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanner || 1 || All || - || Can be thrown to provide vision for two turns. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Mimic Beacon || 1 || All || ? || When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
|AP Grenade || 1 || All || - || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || 1 || All || - ||  Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.&amp;lt;br&amp;gt;Synthetic/cybernetic and psionic enemies are immune.|| colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade || 1 || All || - || Confers +20 Defense to units in radius for two turns. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|HE Grenade || 1 || All || - || Deals 1-5 damage to units in blast radius and can destroy cover || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Alien Grenade || 1 || All || Alien Grenades || Deals ?-? damage to units in blast radius and can destroy cover  Replaces HE Grenade via Foundry Project.|| colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Chem Grenade || 1 || All || Thin Man Autopsy || Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage each turn; hunkering down can reduce damage. All targets (also including robots) also suffer aim and damage reduction penalties. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Psi Grenade || 1 || Psionic || Xenopsionics || Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Grenade || 1 || Psionic || Xenopsionics || Grants stealth to units in an area for one turn. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Ammunition&lt;br /&gt;
|-&lt;br /&gt;
|Hi Cap Mags || 1 || All || - || +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shredder Ammo || 1 || Assault || Experimental Warfare || Grants the Shredder Ammunition perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Armor Piercing Ammo || 1 || Gunner || Experimental Warfare || Reduces enemy damage reduction (including that from cover) by 1. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Breaching Ammo || 1 || Assault || Experimental Warfare || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Reaper Rounds || 1 || All || Experimental Warfare || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon&#039;s effective range. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Alloy-Jacketed Rounds || 1 || All || Enhanced Ballistics || Increases Ballistic and Gauss weapon damage by 1. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot; | Gunsights and Optics&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || 1 || All || - || +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|SCOPE || 1 || All || Alien Weaponry || Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade || 80 || 0 || 0 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Targeting Module || 1 || All || Xenobiology || Provides +7 Critical Hit Chance to a soldiers primary weapon. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator Gunsight || 0 || Scout || Experimental Warfare || Confers Executioner perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Scope || 0 || Scout || Experimental Warfare || Grants Sharpshooter perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Neural Gunlink || 1 || Psionic || Xenopsionics || Grants +10 Aim, but -15 Will. Stacks with SCOPE and Laser Sight. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot; | Items for mechanized units&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | Weight !! rowspan=&amp;quot;2&amp;quot; | Research !!  rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| § || [[Elerium (EU2012)| E ]] || [[Alien Alloys (EU2012)| A ]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt; T &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Gyros || Y || Y || 1 || Alien Weaponry || Provides 5 additional points of aim to primary weapon. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Autoloader || Y || Y || 1 || - || Grants Lock N&#039; Load perk, allowing for additional shots to be fired before reloading is required. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|HEAT Ammo || N || Y || 1 || Alien Materials || Grants HEAT Ammo perk, providing additional damage against mechanized units. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Belt || Y || Y || 1 || Alien Materials || Grants Extra Conditioning perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Smartshell Pods || N || Y || ? || Experimental Warfare || Grants the Flush ability and provides +5% aim . || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Tracking Pods || N || Y || ? || Experimental Warfare || Grants the Advanced Fire Control perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Holo-Targeter || Y || Y || ? || Drone Autopsy || Grants Holo-Targeting perk. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Autosentry Turret || N || Y || ? || Cyberdisc Autopsy  || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot; | Damage Enhancing Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Depleted Elerium Rounds || Y || Y || ? || Enhanced Ballistics || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || ? || ? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=58370</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=58370"/>
		<updated>2014-08-02T09:42:21Z</updated>

		<summary type="html">&lt;p&gt;Exo2000: /* Mechtoid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
One alien in a pod will be a squad leader, with improved stats and sometimes new abilities. They can almost always be identified by their higher health than normal.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities, so the aliens in your individual game may differ a little than described below.&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
[[File:Sectoid (EU2012).jpg|thumb|right]]&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Sectoid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Low Profile&lt;br /&gt;
|-&lt;br /&gt;
| Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
| Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Opportunist&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Drone squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Holo Targeting&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Fields&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 9 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. 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.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Outsider squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Squadsight&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Men==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Thin Man squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Close and Personal&lt;br /&gt;
|-&lt;br /&gt;
| Sharpshooter&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Squadsight&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb|right]]&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters. Squad Leaders will have Close Combat Specialist. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Floater squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Damn Good Ground&lt;br /&gt;
|-&lt;br /&gt;
| Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
| Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Mayhem&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Ready for Anything&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
[[File: Chryssalid.png|thumb|right]]&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP 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 half, which brings it considerably under the range a flashbang can be thrown. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Chryssalid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
[[Image:Seeker 2 (EU2012).png|thumb|right|The Seeker]]&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Seeker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited cloaks&lt;br /&gt;
|-&lt;br /&gt;
| Holo Targeting&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Close Encounters&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Muton squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
| Opportunist&lt;br /&gt;
|-&lt;br /&gt;
| Heat Warheads&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Will to Survive&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by drones. Cyberdiscs usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their 20 HP pool makes them difficult to kill unless you have more than one soldier with HEAT ammo. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Cyberdisk squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Automated Threat Assessment&lt;br /&gt;
|-&lt;br /&gt;
| Bombard&lt;br /&gt;
|-&lt;br /&gt;
| Damage Control&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Aggression&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Light &#039;Em Up&lt;br /&gt;
|-&lt;br /&gt;
| Combined Arms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
[[Image:Mechtoid 2.png|right|thumb|The Mechtoid]]&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Mechtoid squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Platform Stability&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Fire Control&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Repair Servos&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Reactive Targeting Sensors&lt;br /&gt;
|-&lt;br /&gt;
| Absorption Fields&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard).&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{Specs Table}}&lt;br /&gt;
|- {{Specs Table Heading}} &lt;br /&gt;
| Possible perks for Berserker squad leaders&lt;br /&gt;
|-&lt;br /&gt;
| Shock-Absorbent Armor&lt;br /&gt;
|-&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| Neural Damping&lt;br /&gt;
|-&lt;br /&gt;
| Sprinter&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Exo2000</name></author>
	</entry>
</feed>