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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jozrael</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T03:29:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT_MEC_(LWOTC)&amp;diff=126138</id>
		<title>ADVENT MEC (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT_MEC_(LWOTC)&amp;diff=126138"/>
		<updated>2026-01-22T18:02:15Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]  |   [[ADVENT_(LWOTC)|Back To Units Page]]&lt;br /&gt;
{{Toc_(LWOTC)|40}}&amp;lt;div style=&amp;quot;padding-left: 20px; float:right&amp;quot;&amp;gt;[[File:ADVENT_mec.jpg|256px|left]]&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;ADVENT MEC&#039;&#039;&#039; is the standard ADVENT mechanized combat unit, equipped with heavy weaponry that can shred armor and deal high damage. Its [[Perk List (LWOTC)#Micro Missiles|micro missile launcher]] functions as light artillery, bombarding our troops. These explosions are equivalent to standard frag grenades.&lt;br /&gt;
&lt;br /&gt;
The MEC&#039;s cannon enables it to [[Perk List (LWOTC)#Suppression|suppress]] our forces, pinning soldiers in place and limiting their actions. Although MECs cannot take cover and are therefore easier to hit, they compensate with significant armor and surprising mobility, allowing them to scale buildings for threatening flanks.&lt;br /&gt;
&lt;br /&gt;
==Advent MEC (Rank 1)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! [[File:LW2_Health.png|36px|Health]]&amp;lt;br&amp;gt;Health !! [[File:Status_armor.png|36px|Armor]]&amp;lt;br&amp;gt;Armor !! [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br&amp;gt;Aim !! [[File:Icon_CriticalChance.png ‎ |Crit Chance]]&amp;lt;br&amp;gt;Crit Chance !! [[File:Icon_CriticalChance.png ‎ |Flanking Crit Chance Bonus]]&amp;lt;br&amp;gt;Flanking Crit Chance Bonus !! [[File:LW2 Defense.png|36px|Defense]]&amp;lt;br&amp;gt;Defense !! [[File:LW2 Dodge.png|36px|Dodge]]&amp;lt;br&amp;gt;Dodge !! [[File:LW2 Mobility.png|36px|Mobility]]&amp;lt;br&amp;gt;Mobility !! [[File:LW2 Will.png|36px|Will]]&amp;lt;br&amp;gt;Will !! [[File:LW2 Hacking.png|36px|Hack Defense]]&amp;lt;br&amp;gt;Hack Defense !! [[File:Status overwatch.png |36px|Detection Radius]]&amp;lt;br&amp;gt;Detection Radius (tiles)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Rookie&#039;&#039;&#039;    || 7 || 1 || 70 || 0 || 33 || 0 || 0 || 12 || 50 || 50 || 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Veteran&#039;&#039;&#039;   || 8 || 2 || 75 || 10 || 33 || 0 || 0 || 14 || 50 || 70 || 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Commander&#039;&#039;&#039; || 8 || 2 || 75 || 10 || 40 || 0 || 0 || 14 || 50 || 70 || 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Legend&#039;&#039;&#039;    || 9 || 2 || 75 || 10 || 40 || 0 || 0 || 14 || 50 || 70 || 8&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Weapon !! [[File:LW2Damage.png|36px|Damage]]&amp;lt;br&amp;gt;Damage !! [[File:LW2CritDamage.png|36px|Crit Damage]]&amp;lt;br&amp;gt;Crit Damage !! [[File:Ammo.png|x32px|Clip Size]]&amp;lt;br /&amp;gt;Clip Size !! Other&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Advent MAG Cannon&#039;&#039;&#039; || 4 - 7 || 2 || 3 || Shred: 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Micro Missile&#039;&#039;&#039; || 2 - 5 || - || 1 || Range: 20&amp;lt;br&amp;gt;Radius: 2.5&amp;lt;br&amp;gt;Shred: 1&amp;lt;br&amp;gt;Env Dmg: 10&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100% style=&amp;quot;table-layout: fixed&amp;quot;&lt;br /&gt;
|+ Max Units in Pod = 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Force Level&#039;&#039;&#039;           || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Leader Spawn Weight&#039;&#039;&#039;   || 0 || 0 || 0 || 1 || 1 || 1 || 1 || 1 || 0 || 0  || 0  || 0  || 0  || 0  || 0  || 0  || 0  || 0  || 0  || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Follower Spawn Weight&#039;&#039;&#039;   || 0 || 0 || 0 || 0 || 2 || 3 || 4 || 4 || 4 || 4  || 3  || 3  || 3  || 3  || 3  || 0  || 0  || 0  || 0  || 0&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ Abilities and Tactical Upgrades&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Micro Missiles (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Suppression (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Vault (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Mechanical Chasis (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Center Mass (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;br&amp;gt;[[Dark_Events_(LWOTC)#Military_R.26D|16% chance of applying after completion]]&lt;br /&gt;
| {{Iron Skin (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;br&amp;gt;[[Dark_Events_(LWOTC)#Military_R.26D|100% chance of applying after completion]]&lt;br /&gt;
| {{Damage Control (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;br&amp;gt;[[Dark_Events_(LWOTC)#Military_R.26D|20% chance of applying after completion]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Advent Heavy MEC (Rank 2)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! [[File:LW2_Health.png|36px|Health]]&amp;lt;br&amp;gt;Health !! [[File:Status_armor.png|36px|Armor]]&amp;lt;br&amp;gt;Armor !! [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br&amp;gt;Aim !! [[File:Icon_CriticalChance.png ‎ |Crit Chance]]&amp;lt;br&amp;gt;Crit Chance !! [[File:Icon_CriticalChance.png ‎ |Flanking Crit Chance Bonus]]&amp;lt;br&amp;gt;Flanking Crit Chance Bonus !! [[File:LW2 Defense.png|36px|Defense]]&amp;lt;br&amp;gt;Defense !! [[File:LW2 Dodge.png|36px|Dodge]]&amp;lt;br&amp;gt;Dodge !! [[File:LW2 Mobility.png|36px|Mobility]]&amp;lt;br&amp;gt;Mobility !! [[File:LW2 Will.png|36px|Will]]&amp;lt;br&amp;gt;Will !! [[File:LW2 Hacking.png|36px|Hack Defense]]&amp;lt;br&amp;gt;Hack Defense !! [[File:Status overwatch.png |36px|Detection Radius]]&amp;lt;br&amp;gt;Detection Radius (tiles)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Rookie&#039;&#039;&#039;    || 12 || 2 || 75 || 0 || 33 || 10 || 0 || 12 || 50 || 80 || 9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Veteran&#039;&#039;&#039;   || 13 || 3 || 75 || 10 || 33 || 10 || 0 || 15 || 50 || 85 || 9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Commander&#039;&#039;&#039; || 14 || 3 || 75 || 10 || 40 || 10 || 0 || 15 || 50 || 85 || 9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Legend&#039;&#039;&#039;    || 16 || 3 || 75 || 10 || 40 || 15 || 0 || 15 || 50 || 85 || 9&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Weapon !! [[File:LW2Damage.png|36px|Damage]]&amp;lt;br&amp;gt;Damage !! [[File:LW2CritDamage.png|36px|Crit Damage]]&amp;lt;br&amp;gt;Crit Damage !! [[File:Ammo.png|x32px|Clip Size]]&amp;lt;br /&amp;gt;Clip Size !! Other&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Advent MAG Cannon&#039;&#039;&#039; || 5 - 10 || 4 || 3 || Shred: 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Micro Missile&#039;&#039;&#039; || 3 - 6 || - || 2 || Range: 20&amp;lt;br&amp;gt;Radius: 2.5&amp;lt;br&amp;gt;Shred: 1&amp;lt;br&amp;gt;Env Dmg: 10&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100% style=&amp;quot;table-layout: fixed&amp;quot;&lt;br /&gt;
|+ Max Units in Pod = 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Force Level&#039;&#039;&#039;           || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Leader Spawn Weight&#039;&#039;&#039;   || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 1  || 1  || 1  || 1  || 1  || 1  || 0  || 0  || 0  || 0  || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Follower Spawn Weight&#039;&#039;&#039;   || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1  || 2  || 4  || 5  || 5  || 6  || 7  || 7  || 7  || 7  || 6&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ Abilities and Tactical Upgrades&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Micro Missiles (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Suppression (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Vault (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Mechanical Chasis (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Center Mass (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;br&amp;gt;[[Dark_Events_(LWOTC)#Military_R.26D|16% chance of applying after completion]]&lt;br /&gt;
| {{Iron Skin (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;br&amp;gt;[[Dark_Events_(LWOTC)#Military_R.26D|100% chance of applying after completion]]&lt;br /&gt;
| {{Damage Control (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;br&amp;gt;[[Dark_Events_(LWOTC)#Military_R.26D|20% chance of applying after completion]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Superheavy MEC (Rank 3)==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! [[File:LW2_Health.png|36px|Health]]&amp;lt;br&amp;gt;Health !! [[File:Status_armor.png|36px|Armor]]&amp;lt;br&amp;gt;Armor !! [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br&amp;gt;Aim !! [[File:Icon_CriticalChance.png ‎ |Crit Chance]]&amp;lt;br&amp;gt;Crit Chance !! [[File:Icon_CriticalChance.png ‎ |Flanking Crit Chance Bonus]]&amp;lt;br&amp;gt;Flanking Crit Chance Bonus !! [[File:LW2 Defense.png|36px|Defense]]&amp;lt;br&amp;gt;Defense !! [[File:LW2 Dodge.png|36px|Dodge]]&amp;lt;br&amp;gt;Dodge !! [[File:LW2 Mobility.png|36px|Mobility]]&amp;lt;br&amp;gt;Mobility !! [[File:LW2 Will.png|36px|Will]]&amp;lt;br&amp;gt;Will !! [[File:LW2 Hacking.png|36px|Hack Defense]]&amp;lt;br&amp;gt;Hack Defense !! [[File:Status overwatch.png |36px|Detection Radius]]&amp;lt;br&amp;gt;Detection Radius (tiles)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Rookie&#039;&#039;&#039;    || 18 || 3 || 80 || 0 || 33 || 20 || 0 || 12 || 50 || 120 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Veteran&#039;&#039;&#039;   || 24 || 4 || 85 || 10 || 33 || 20 || 0 || 12 || 50 || 120 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Commander&#039;&#039;&#039; || 30 || 4 || 90 || 10 || 40 || 20 || 0 || 12 || 50 || 120 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Legend&#039;&#039;&#039;    || 35 || 5 || 90 || 10 || 40 || 20 || 0 || 12 || 50 || 120 || 10&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Weapon !! [[File:LW2Damage.png|36px|Damage]]&amp;lt;br&amp;gt;Damage !! [[File:LW2CritDamage.png|36px|Crit Damage]]&amp;lt;br&amp;gt;Crit Damage !! [[File:Ammo.png|x32px|Clip Size]]&amp;lt;br /&amp;gt;Clip Size !! Other&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Advent MAG Cannon&#039;&#039;&#039; || 5 - 10 || 4 || 3 || Shred: 2&amp;lt;br&amp;gt;Pierce: 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Micro Missile&#039;&#039;&#039; || 3 - 8 || - || 2 || Range: 20&amp;lt;br&amp;gt;Radius: 2.5&amp;lt;br&amp;gt;Shred: 1&amp;lt;br&amp;gt;Pierce: 1&amp;lt;br&amp;gt;Env Dmg: 10&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100% style=&amp;quot;table-layout: fixed&amp;quot;&lt;br /&gt;
|+ Max Units in Pod = 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Force Level&#039;&#039;&#039;           || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Leader Spawn Weight&#039;&#039;&#039;   || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0  || 0  || 0  || 0  || 0  || 0  || 1  || 1  || 1  || 2  || 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Follower Spawn Weight&#039;&#039;&#039;   || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0  || 0  || 0  || 0  || 0  || 0  || 0  || 0  || 0  || 1  || 4&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ Abilities and Tactical Upgrades&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Micro Missiles (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Suppression (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Vault (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Mechanical Chasis (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Center Mass (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;br&amp;gt;[[Dark_Events_(LWOTC)#Military_R.26D|16% chance of applying after completion]]&lt;br /&gt;
| {{Iron Skin (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;br&amp;gt;[[Dark_Events_(LWOTC)#Military_R.26D|100% chance of applying after completion]]&lt;br /&gt;
| {{Damage Control (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Like most mechanical enemies, they do not have much defense making them easier targets but are more durable by having generally more HP and armor than bio enemies. It is recommended to have some sort of shredding or piercing to more easily deal with these targets.&lt;br /&gt;
* Like most units with AOE moves, you ideally want to spread your soldiers out in order to greatly dissuade them from ever using them although higher level MECs may still use their missiles on a single target instead of waiting for a more opportune moment.&lt;br /&gt;
* Tier 2+ MECs will generally use their scamper move to overwatch instead of repositioning if they see any valid targets. It is important to have some way of addressing overwatch to mitigate this action or to engage them out of their sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114279</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114279"/>
		<updated>2023-05-10T03:07:08Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Retaliate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&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 build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in 1 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent has some coverage: No Increase&lt;br /&gt;
* 2 Continents: +10% Resources&lt;br /&gt;
* 3 Continents: +20% Resources&lt;br /&gt;
* 4 Continents: +30% Resources&lt;br /&gt;
* 5 Continents: +40% Resources&lt;br /&gt;
&lt;br /&gt;
 Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
Each mission type requires a score of 1.0 to trigger a mission.  In the chart below is &#039;&#039;on average&#039;&#039; how much of that score is gained each month. When a mission type gets a score of 1.0 it is triggered and the score is set back to 0. As an example, if you have 3 months of 0.33 of a mission, on average it will trigger at the end of month 3 - but could trigger weeks earlier or later.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Aggression&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0 Hunt* &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; 0.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0 Hunt* &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.1 Terror || 0.9 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.4 Terror || 0.7 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt* &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 0.7 Terror || 0.6 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 1.5 Abduction &amp;lt;br/&amp;gt; 0.1 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.9 Terror || 1.2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.2 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 1.6 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 1.9 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 1.3 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 0.7 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.5 Terror || 1.6 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.8 Terror || 1.5 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 1.8 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.3 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 2.2 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.9 Terror || 2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 2.2 Terror || 1.9 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2.5 Terror || 1.9 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.6 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.6 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 2 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.9 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.3 Scout &amp;lt;br/&amp;gt; 2.9 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 2.6 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 2.6 Terror || 2.5 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.6 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2.8 Terror || 2.3 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.9 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 3.1 Terror || 2.2 Abduction &amp;lt;br/&amp;gt; 1.9 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 3.2 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2.3 Scout &amp;lt;br/&amp;gt; 3.4 Terror || 2 Abduction &amp;lt;br/&amp;gt; 2.2 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 3.5 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.5 Scout &amp;lt;br/&amp;gt; 3.7 Terror&lt;br /&gt;
|}&lt;br /&gt;
\* Hunts are significantly increased by # of Satellites and UFOs raided scaling by aggression - #s above are the *lower bound* for a single satellite and 0 UFOs raided. At 100 Aggression, each satellite and raided UFO adds .12 Hunts per month on top of these numbers.&lt;br /&gt;
\*\* Abductions and Terror #s do not take into account reductions from passing months.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 6 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 40 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. 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;
These missions are not common.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens take a look time to build up to [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]], faster if they have a lot of resources and high aggression. If a base defense does not spawn before the new year it will automatically spawn at the end of the first year.  You can only have 1 XCOM base defense mission.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114278</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114278"/>
		<updated>2023-05-10T03:06:05Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Infiltrate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&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 build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in 1 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent has some coverage: No Increase&lt;br /&gt;
* 2 Continents: +10% Resources&lt;br /&gt;
* 3 Continents: +20% Resources&lt;br /&gt;
* 4 Continents: +30% Resources&lt;br /&gt;
* 5 Continents: +40% Resources&lt;br /&gt;
&lt;br /&gt;
 Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
Each mission type requires a score of 1.0 to trigger a mission.  In the chart below is &#039;&#039;on average&#039;&#039; how much of that score is gained each month. When a mission type gets a score of 1.0 it is triggered and the score is set back to 0. As an example, if you have 3 months of 0.33 of a mission, on average it will trigger at the end of month 3 - but could trigger weeks earlier or later.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Aggression&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0 Hunt* &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; 0.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0 Hunt* &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.1 Terror || 0.9 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.4 Terror || 0.7 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt* &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 0.7 Terror || 0.6 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 1.5 Abduction &amp;lt;br/&amp;gt; 0.1 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.9 Terror || 1.2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.2 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 1.6 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 1.9 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 1.3 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 0.7 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.5 Terror || 1.6 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.8 Terror || 1.5 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 1.8 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.3 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 2.2 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.9 Terror || 2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 2.2 Terror || 1.9 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2.5 Terror || 1.9 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.6 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.6 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 2 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.9 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.3 Scout &amp;lt;br/&amp;gt; 2.9 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 2.6 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 2.6 Terror || 2.5 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.6 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2.8 Terror || 2.3 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.9 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 3.1 Terror || 2.2 Abduction &amp;lt;br/&amp;gt; 1.9 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 3.2 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2.3 Scout &amp;lt;br/&amp;gt; 3.4 Terror || 2 Abduction &amp;lt;br/&amp;gt; 2.2 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 3.5 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.5 Scout &amp;lt;br/&amp;gt; 3.7 Terror&lt;br /&gt;
|}&lt;br /&gt;
\* Hunts are significantly increased by # of Satellites and UFOs raided scaling by aggression - #s above are the *lower bound* for a single satellite and 0 UFOs raided. At 100 Aggression, each satellite and raided UFO adds .12 Hunts per month on top of these numbers.&lt;br /&gt;
\*\* Abductions and Terror #s do not take into account reductions from passing months.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 6 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 40 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. 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;
These missions are not common.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, a month that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn. If a base defense does not spawn before the new year it will automatically spawn at the end of the first year.  You can only have 1 XCOM base defense mission.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114277</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114277"/>
		<updated>2023-05-09T20:38:21Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Mission Frequency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&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 build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in 1 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent has some coverage: No Increase&lt;br /&gt;
* 2 Continents: +10% Resources&lt;br /&gt;
* 3 Continents: +20% Resources&lt;br /&gt;
* 4 Continents: +30% Resources&lt;br /&gt;
* 5 Continents: +40% Resources&lt;br /&gt;
&lt;br /&gt;
 Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
Each mission type requires a score of 1.0 to trigger a mission.  In the chart below is &#039;&#039;on average&#039;&#039; how much of that score is gained each month. When a mission type gets a score of 1.0 it is triggered and the score is set back to 0. As an example, if you have 3 months of 0.33 of a mission, on average it will trigger at the end of month 3 - but could trigger weeks earlier or later.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Aggression&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0 Hunt* &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; 0.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0 Hunt* &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.1 Terror || 0.9 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.4 Terror || 0.7 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt* &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 0.7 Terror || 0.6 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 1.5 Abduction &amp;lt;br/&amp;gt; 0.1 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.9 Terror || 1.2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.2 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 1.6 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 1.9 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 1.3 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 0.7 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.5 Terror || 1.6 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.8 Terror || 1.5 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 1.8 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.3 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 2.2 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.9 Terror || 2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 2.2 Terror || 1.9 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2.5 Terror || 1.9 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.6 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.6 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 2 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.9 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.3 Scout &amp;lt;br/&amp;gt; 2.9 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 2.6 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 2.6 Terror || 2.5 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.6 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2.8 Terror || 2.3 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.9 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 3.1 Terror || 2.2 Abduction &amp;lt;br/&amp;gt; 1.9 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 3.2 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2.3 Scout &amp;lt;br/&amp;gt; 3.4 Terror || 2 Abduction &amp;lt;br/&amp;gt; 2.2 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 3.5 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.5 Scout &amp;lt;br/&amp;gt; 3.7 Terror&lt;br /&gt;
|}&lt;br /&gt;
\* Hunts are significantly increased by # of Satellites and UFOs raided scaling by aggression - #s above are the *lower bound* for a single satellite and 0 UFOs raided. At 100 Aggression, each satellite and raided UFO adds .12 Hunts per month on top of these numbers.&lt;br /&gt;
\*\* Abductions and Terror #s do not take into account reductions from passing months.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 6 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 40 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. 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;
This is a very expensive option for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, a month that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn. If a base defense does not spawn before the new year it will automatically spawn at the end of the first year.  You can only have 1 XCOM base defense mission.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114276</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114276"/>
		<updated>2023-05-09T20:37:17Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Mission Frequency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&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 build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in 1 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent has some coverage: No Increase&lt;br /&gt;
* 2 Continents: +10% Resources&lt;br /&gt;
* 3 Continents: +20% Resources&lt;br /&gt;
* 4 Continents: +30% Resources&lt;br /&gt;
* 5 Continents: +40% Resources&lt;br /&gt;
&lt;br /&gt;
 Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
Each mission type requires a score of 1.0 to trigger a mission.  In the chart below is &#039;&#039;on average&#039;&#039; how much of that score is gained each month. When a mission type gets a score of 1.0 it is triggered and the score is set back to 0. As an example, if you have 3 months of 0.33 of a mission, on average it will trigger at the end of month 3 - but could trigger weeks earlier or later.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Aggression&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0 Hunt* &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; 0.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0 Hunt* &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.1 Terror || 0.9 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.4 Terror || 0.7 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt* &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 0.7 Terror || 0.6 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 1.5 Abduction &amp;lt;br/&amp;gt; 0.1 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.9 Terror || 1.2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.2 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 1.6 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 1.9 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 1.3 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 0.7 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.5 Terror || 1.6 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.8 Terror || 1.5 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 1.8 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.3 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 2.2 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.9 Terror || 2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 2.2 Terror || 1.9 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2.5 Terror || 1.9 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.6 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.6 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 2 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.9 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.3 Scout &amp;lt;br/&amp;gt; 2.9 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 2.6 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 2.6 Terror || 2.5 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.6 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2.8 Terror || 2.3 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.9 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 3.1 Terror || 2.2 Abduction &amp;lt;br/&amp;gt; 1.9 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 3.2 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2.3 Scout &amp;lt;br/&amp;gt; 3.4 Terror || 2 Abduction &amp;lt;br/&amp;gt; 2.2 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 3.5 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.5 Scout &amp;lt;br/&amp;gt; 3.7 Terror&lt;br /&gt;
|}&lt;br /&gt;
* Hunts are significantly increased by # of Satellites and UFOs raided scaling by aggression - #s above are the *lower bound* for a single satellite and 0 UFOs raided. At 100 Aggression, each satellite and raided UFO adds .12 Hunts per month on top of these numbers.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 6 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 40 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. 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;
This is a very expensive option for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, a month that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn. If a base defense does not spawn before the new year it will automatically spawn at the end of the first year.  You can only have 1 XCOM base defense mission.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114275</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114275"/>
		<updated>2023-05-09T20:33:33Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Mission Frequency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&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 build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in 1 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent has some coverage: No Increase&lt;br /&gt;
* 2 Continents: +10% Resources&lt;br /&gt;
* 3 Continents: +20% Resources&lt;br /&gt;
* 4 Continents: +30% Resources&lt;br /&gt;
* 5 Continents: +40% Resources&lt;br /&gt;
&lt;br /&gt;
 Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
Each mission type requires a score of 1.0 to trigger a mission.  In the chart below is &#039;&#039;on average&#039;&#039; how much of that score is gained each month. When a mission type gets a score of 1.0 it is triggered and the score is set back to 0. As an example, if you have 3 months of 0.33 of a mission, on average it will trigger at the end of month 3 - but could trigger weeks earlier or later.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Aggression&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0 Hunt* &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; 0.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0 Hunt* &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.1 Terror || 0.9 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.4 Terror || 0.7 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt* &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 0.7 Terror || 0.6 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 1.5 Abduction &amp;lt;br/&amp;gt; 0.1 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.9 Terror || 1.2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.2 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 1.6 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 1.9 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 1.3 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 0.7 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.5 Terror || 1.6 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.8 Terror || 1.5 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 1.8 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.3 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 2.2 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.9 Terror || 2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 2.2 Terror || 1.9 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2.5 Terror || 1.9 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.6 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.6 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 2 Bomb &amp;lt;br/&amp;gt; 1.5 Harvest &amp;lt;br/&amp;gt; 2.9 Hunt* &amp;lt;br/&amp;gt; 0.44 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.3 Scout &amp;lt;br/&amp;gt; 2.9 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 2.6 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 2.6 Terror || 2.5 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.6 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2.8 Terror || 2.3 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 2.9 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 3.1 Terror || 2.2 Abduction &amp;lt;br/&amp;gt; 1.9 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 3.2 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2.3 Scout &amp;lt;br/&amp;gt; 3.4 Terror || 2 Abduction &amp;lt;br/&amp;gt; 2.2 Bomb &amp;lt;br/&amp;gt; 1.3 Harvest &amp;lt;br/&amp;gt; 3.5 Hunt* &amp;lt;br/&amp;gt; 0.58 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.5 Scout &amp;lt;br/&amp;gt; 3.7 Terror&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 6 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 40 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. 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;
This is a very expensive option for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, a month that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn. If a base defense does not spawn before the new year it will automatically spawn at the end of the first year.  You can only have 1 XCOM base defense mission.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114274</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114274"/>
		<updated>2023-05-09T20:25:10Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Mission Frequency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&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 build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in 1 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent has some coverage: No Increase&lt;br /&gt;
* 2 Continents: +10% Resources&lt;br /&gt;
* 3 Continents: +20% Resources&lt;br /&gt;
* 4 Continents: +30% Resources&lt;br /&gt;
* 5 Continents: +40% Resources&lt;br /&gt;
&lt;br /&gt;
 Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
Each mission type requires a score of 1.0 to trigger a mission.  In the chart below is &#039;&#039;on average&#039;&#039; how much of that score is gained each month. When a mission type gets a score of 1.0 it is triggered and the score is set back to 0. As an example, if you have 3 months of 0.33 of a mission, on average it will trigger at the end of month 3 - but could trigger weeks earlier or later.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Aggression&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; 0.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.1 Terror || 0.9 Abduction &amp;lt;br/&amp;gt; 0.6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.4 Terror || 0.7 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 0.7 Terror || 0.6 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 1.5 Abduction &amp;lt;br/&amp;gt; 0.1 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.3 Hunt &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 0.7 Hunt &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 0.9 Terror || 1.2 Abduction &amp;lt;br/&amp;gt; 0.9 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.2 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 0.6 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt &amp;lt;br/&amp;gt; 0.15 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 1.6 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 1.9 Abduction &amp;lt;br/&amp;gt; 0.4 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 1.3 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; 0.7 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.5 Terror || 1.6 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; Retaliate 0.15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.8 Terror || 1.5 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 1.8 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt &amp;lt;br/&amp;gt; 0.29 Research &amp;lt;br/&amp;gt; 0.29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.3 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Bomb|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 4 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 6 Scout &amp;lt;br/&amp;gt; 4 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 6 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 40 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. 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;
This is a very expensive option for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, a month that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn. If a base defense does not spawn before the new year it will automatically spawn at the end of the first year.  You can only have 1 XCOM base defense mission.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114273</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114273"/>
		<updated>2023-05-09T20:23:33Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Mission Frequency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&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 build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in 1 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent has some coverage: No Increase&lt;br /&gt;
* 2 Continents: +10% Resources&lt;br /&gt;
* 3 Continents: +20% Resources&lt;br /&gt;
* 4 Continents: +30% Resources&lt;br /&gt;
* 5 Continents: +40% Resources&lt;br /&gt;
&lt;br /&gt;
 Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
Each mission type requires a score of 1.0 to trigger a mission.  In the chart below is &#039;&#039;on average&#039;&#039; how much of that score is gained each month. When a mission type gets a score of 1.0 it is triggered and the score is set back to 0. As an example, if you have 3 months of 0.33 of a mission, on average it will trigger at the end of month 3 - but could trigger weeks earlier or later.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Aggression&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; .3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; .1 Terror || .9 Abduction &amp;lt;br/&amp;gt; .6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; .3 Hunt &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; .4 Terror || .7 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest  &amp;lt;br/&amp;gt; .7 Hunt &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; .7 Terror || .6 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; .29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 1.5 Abduction &amp;lt;br/&amp;gt; .1 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; .3 Hunt &amp;lt;br/&amp;gt; .15 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; .6 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; .4 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; .7 Hunt &amp;lt;br/&amp;gt; .15 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; .9 Terror || 1.2 Abduction &amp;lt;br/&amp;gt; .9 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; .15 Research &amp;lt;br/&amp;gt; Retaliate .15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.2 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt &amp;lt;br/&amp;gt; .15 Research &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; .6 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt &amp;lt;br/&amp;gt; .15 Research &amp;lt;br/&amp;gt; .29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 1.6 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 1.9 Abduction &amp;lt;br/&amp;gt; .4 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; .29 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; 1.3 Terror || 1.8 Abduction &amp;lt;br/&amp;gt; .7 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt &amp;lt;br/&amp;gt; .29 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; 1.5 Terror || 1.6 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt &amp;lt;br/&amp;gt; .29 Research &amp;lt;br/&amp;gt; Retaliate .15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.8 Terror || 1.5 Abduction &amp;lt;br/&amp;gt; 1.5 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 1.9 Hunt &amp;lt;br/&amp;gt; .29 Research &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 2 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; 1.8 Bomb &amp;lt;br/&amp;gt; 1.6 Harvest &amp;lt;br/&amp;gt; 2.3 Hunt &amp;lt;br/&amp;gt; .29 Research &amp;lt;br/&amp;gt; .29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 2.3 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Bomb|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 4 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 6 Scout &amp;lt;br/&amp;gt; 4 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 6 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 40 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. 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;
This is a very expensive option for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, a month that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn. If a base defense does not spawn before the new year it will automatically spawn at the end of the first year.  You can only have 1 XCOM base defense mission.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114272</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114272"/>
		<updated>2023-05-09T20:19:10Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Mission Frequency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&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 build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in 1 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent has some coverage: No Increase&lt;br /&gt;
* 2 Continents: +10% Resources&lt;br /&gt;
* 3 Continents: +20% Resources&lt;br /&gt;
* 4 Continents: +30% Resources&lt;br /&gt;
* 5 Continents: +40% Resources&lt;br /&gt;
&lt;br /&gt;
 Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
Each mission type requires a score of 1.0 to trigger a mission.  In the chart below is &#039;&#039;on average&#039;&#039; how much of that score is gained each month. When a mission type gets a score of 1.0 it is triggered and the score is set back to 0. As an example, if you have 3 months of 0.33 of a mission, on average it will trigger at the end of month 3 - but could trigger weeks earlier or later.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Aggression&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; .3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; .1 Terror || .9 Abduction &amp;lt;br/&amp;gt; .6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; .3 Hunt &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; .4 Terror || .7 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest  &amp;lt;br/&amp;gt; .7 Hunt &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; .7 Terror || .6 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; .29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 1.5 Abduction &amp;lt;br/&amp;gt; .1 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; .3 Hunt &amp;lt;br/&amp;gt; .15 Research &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; .6 Terror || 1.3 Abduction &amp;lt;br/&amp;gt; .4 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; .7 Hunt &amp;lt;br/&amp;gt; .15 Research &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; .9 Terror || 1.2 Abduction &amp;lt;br/&amp;gt; .9 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; .15 Research &amp;lt;br/&amp;gt; Retaliate .15 &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; 1.2 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.2 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.3 Hunt &amp;lt;br/&amp;gt; .15 Research &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; .6 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.6 Bomb &amp;lt;br/&amp;gt; 1.8 Harvest &amp;lt;br/&amp;gt; 1.6 Hunt &amp;lt;br/&amp;gt; .15 Research &amp;lt;br/&amp;gt; .29 Retaliate &amp;lt;br/&amp;gt; 2.2 Scout &amp;lt;br/&amp;gt; 1.6 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 3-4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Bomb|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 4 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 6 Scout &amp;lt;br/&amp;gt; 4 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 6 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 40 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. 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;
This is a very expensive option for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, a month that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn. If a base defense does not spawn before the new year it will automatically spawn at the end of the first year.  You can only have 1 XCOM base defense mission.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114269</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114269"/>
		<updated>2023-05-09T20:14:08Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Terrorize Populace */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&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 build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in 1 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent has some coverage: No Increase&lt;br /&gt;
* 2 Continents: +10% Resources&lt;br /&gt;
* 3 Continents: +20% Resources&lt;br /&gt;
* 4 Continents: +30% Resources&lt;br /&gt;
* 5 Continents: +40% Resources&lt;br /&gt;
&lt;br /&gt;
 Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
Note: .3 of a mission does not mean a 30% chance of a mission in that month. It means that on average, 30% of the bucket to send the next mission of that type will have been filled. If you have 3 months of .33 of a mission, on average it will trigger at the END of month 3 - but could trigger weeks earlier or later.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Aggression&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; .3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; .1 Terror || .9 Abduction &amp;lt;br/&amp;gt; .6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; .3 Hunt &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; .4 Terror || .7 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest  &amp;lt;br/&amp;gt; .7 Hunt &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; .7 Terror || .6 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; .29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 4-5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 0-1 Hunt &amp;lt;br/&amp;gt; 0-1 Bomb || 3-4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3-4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1-2 Hunt &amp;lt;br/&amp;gt; 1-2 Bomb || 2-3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3-4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 3-4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Bomb|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 4 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 6 Scout &amp;lt;br/&amp;gt; 4 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 6 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 40 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. 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;
This is a very expensive option for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, a month that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn. If a base defense does not spawn before the new year it will automatically spawn at the end of the first year.  You can only have 1 XCOM base defense mission.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114268</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114268"/>
		<updated>2023-05-09T20:13:59Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Abduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&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 build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in 1 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent has some coverage: No Increase&lt;br /&gt;
* 2 Continents: +10% Resources&lt;br /&gt;
* 3 Continents: +20% Resources&lt;br /&gt;
* 4 Continents: +30% Resources&lt;br /&gt;
* 5 Continents: +40% Resources&lt;br /&gt;
&lt;br /&gt;
 Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
Note: .3 of a mission does not mean a 30% chance of a mission in that month. It means that on average, 30% of the bucket to send the next mission of that type will have been filled. If you have 3 months of .33 of a mission, on average it will trigger at the END of month 3 - but could trigger weeks earlier or later.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Aggression&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; .3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; .1 Terror || .9 Abduction &amp;lt;br/&amp;gt; .6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; .3 Hunt &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; .4 Terror || .7 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest  &amp;lt;br/&amp;gt; .7 Hunt &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; .7 Terror || .6 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; .29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 4-5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 0-1 Hunt &amp;lt;br/&amp;gt; 0-1 Bomb || 3-4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3-4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1-2 Hunt &amp;lt;br/&amp;gt; 1-2 Bomb || 2-3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3-4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 3-4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Bomb|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 4 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 6 Scout &amp;lt;br/&amp;gt; 4 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 6 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 40 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month and there will sometimes be none.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. 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;
This is a very expensive option for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, a month that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn. If a base defense does not spawn before the new year it will automatically spawn at the end of the first year.  You can only have 1 XCOM base defense mission.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114267</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114267"/>
		<updated>2023-05-09T20:13:47Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Mission Frequency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&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 build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in 1 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent has some coverage: No Increase&lt;br /&gt;
* 2 Continents: +10% Resources&lt;br /&gt;
* 3 Continents: +20% Resources&lt;br /&gt;
* 4 Continents: +30% Resources&lt;br /&gt;
* 5 Continents: +40% Resources&lt;br /&gt;
&lt;br /&gt;
 Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
Note: .3 of a mission does not mean a 30% chance of a mission in that month. It means that on average, 30% of the bucket to send the next mission of that type will have been filled. If you have 3 months of .33 of a mission, on average it will trigger at the END of month 3 - but could trigger weeks earlier or later.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Aggression&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; .3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; .1 Terror || .9 Abduction &amp;lt;br/&amp;gt; .6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; .3 Hunt &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; .4 Terror || .7 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest  &amp;lt;br/&amp;gt; .7 Hunt &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; .7 Terror || .6 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; .29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 4-5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 0-1 Hunt &amp;lt;br/&amp;gt; 0-1 Bomb || 3-4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3-4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1-2 Hunt &amp;lt;br/&amp;gt; 1-2 Bomb || 2-3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3-4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 3-4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Bomb|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 4 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 6 Scout &amp;lt;br/&amp;gt; 4 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 6 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month, but there will always be at least 1.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 40 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month and there will sometimes be none.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. 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;
This is a very expensive option for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, a month that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn. If a base defense does not spawn before the new year it will automatically spawn at the end of the first year.  You can only have 1 XCOM base defense mission.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114266</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114266"/>
		<updated>2023-05-09T20:05:23Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Mission Frequency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&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 build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in 1 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent has some coverage: No Increase&lt;br /&gt;
* 2 Continents: +10% Resources&lt;br /&gt;
* 3 Continents: +20% Resources&lt;br /&gt;
* 4 Continents: +30% Resources&lt;br /&gt;
* 5 Continents: +40% Resources&lt;br /&gt;
&lt;br /&gt;
 Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
Note: .3 of a mission does not mean a 30% chance of a mission in that month. It means that on average, 30% of the bucket to send the next mission of that type will have been filled. If you have 3 months of .33 of a mission, on average it will trigger at the END of month 3 - but could trigger weeks earlier or later.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Aggression&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; .3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; .1 Terror || 1 Abduction &amp;lt;br/&amp;gt; .6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; .3 Hunt &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; .4 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest  &amp;lt;br/&amp;gt; .7 Hunt &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; .7 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; .29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 4-5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 0-1 Hunt &amp;lt;br/&amp;gt; 0-1 Bomb || 3-4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3-4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1-2 Hunt &amp;lt;br/&amp;gt; 1-2 Bomb || 2-3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3-4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 3-4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Bomb|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 4 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 6 Scout &amp;lt;br/&amp;gt; 4 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 6 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month, but there will always be at least 1.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 40 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month and there will sometimes be none.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. 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;
This is a very expensive option for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, a month that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn. If a base defense does not spawn before the new year it will automatically spawn at the end of the first year.  You can only have 1 XCOM base defense mission.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114265</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114265"/>
		<updated>2023-05-09T20:02:53Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&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 build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in 1 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent has some coverage: No Increase&lt;br /&gt;
* 2 Continents: +10% Resources&lt;br /&gt;
* 3 Continents: +20% Resources&lt;br /&gt;
* 4 Continents: +30% Resources&lt;br /&gt;
* 5 Continents: +40% Resources&lt;br /&gt;
&lt;br /&gt;
 Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Aggression&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; .3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; .1 Terror || 1 Abduction &amp;lt;br/&amp;gt; .6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; .3 Hunt &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; .4 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest  &amp;lt;br/&amp;gt; .7 Hunt &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; .7 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; .29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 4-5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 0-1 Hunt &amp;lt;br/&amp;gt; 0-1 Bomb || 3-4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3-4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1-2 Hunt &amp;lt;br/&amp;gt; 1-2 Bomb || 2-3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3-4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 3-4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Bomb|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 4 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 6 Scout &amp;lt;br/&amp;gt; 4 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 6 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month, but there will always be at least 1.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 40 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month and there will sometimes be none.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. 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;
This is a very expensive option for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, a month that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn. If a base defense does not spawn before the new year it will automatically spawn at the end of the first year.  You can only have 1 XCOM base defense mission.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114264</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114264"/>
		<updated>2023-05-09T20:02:19Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: First pass on missions, only top row updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&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 build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in 1 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent has some coverage: No Increase&lt;br /&gt;
* 2 Continents: +10% Resources&lt;br /&gt;
* 3 Continents: +20% Resources&lt;br /&gt;
* 4 Continents: +30% Resources&lt;br /&gt;
* 5 Continents: +40% Resources&lt;br /&gt;
&lt;br /&gt;
 Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Resources !! colspan=5 | Threat&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 25 !! 50 !! 75 !! 100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 0&lt;br /&gt;
| 1.2 Abduction &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.5 Scout || 1 Abduction &amp;lt;br/&amp;gt; .3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1.6 Scout &amp;lt;br/&amp;gt; .1 Terror || 1 Abduction &amp;lt;br/&amp;gt; .6 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; .3 Hunt &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 1.8 Scout &amp;lt;br/&amp;gt; .4 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest  &amp;lt;br/&amp;gt; .7 Hunt &amp;lt;br/&amp;gt; .15 Retaliate &amp;lt;br/&amp;gt; 1.9 Scout &amp;lt;br/&amp;gt; .7 Terror || 1 Abduction &amp;lt;br/&amp;gt; 1.3 Bomb &amp;lt;br/&amp;gt; 1.9 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; .29 Retaliate &amp;lt;br/&amp;gt; 2 Scout &amp;lt;br/&amp;gt; 1 Terror&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 25&lt;br /&gt;
| 4-5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 0-1 Hunt &amp;lt;br/&amp;gt; 0-1 Bomb || 3-4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3-4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1-2 Hunt &amp;lt;br/&amp;gt; 1-2 Bomb || 2-3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3-4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 50&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 3-4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 75&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Bomb|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! 100&lt;br /&gt;
| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 4 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 4-5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 6 Scout &amp;lt;br/&amp;gt; 4 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 6 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month, but there will always be at least 1.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 40 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month and there will sometimes be none.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. 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;
This is a very expensive option for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, a month that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn. If a base defense does not spawn before the new year it will automatically spawn at the end of the first year.  You can only have 1 XCOM base defense mission.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114258</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=114258"/>
		<updated>2023-05-08T22:44:36Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: Cleaning up data I can&amp;#039;t verify as still relevant in game. PLEASE revert any of this that is still the case.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with a UFO.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFO is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&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 build their first base.&lt;br /&gt;
&lt;br /&gt;
Failing to damage a UFO on its mission at all will result in 1 panic to the target country, in addition to any of its normal effects.&lt;br /&gt;
&lt;br /&gt;
All mission frequencies are reduced on shorter campaigns and increased on longer campaigns: NSLW (50%), LW (100%), VLW (200%), ELW (400%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100-73%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72-41%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
XCOM satellite coverage will increase the resources the aliens have when deciding which UFO to send out:&lt;br /&gt;
&lt;br /&gt;
* 1 Continent has some coverage: No Increase&lt;br /&gt;
* 2 Continents: +10% Resources&lt;br /&gt;
* 3 Continents: +20% Resources&lt;br /&gt;
* 4 Continents: +30% Resources&lt;br /&gt;
* 5 Continents: +40% Resources&lt;br /&gt;
&lt;br /&gt;
 Note: Even a single satellite in a continent counts as coverage in that continent&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Recon===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;low&#039;&#039;&#039; altitude over the target country, attempting to confirm the existence of XCOM satellites there. Successful recon missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new UFO to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the recon one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A recon mission can fail in four ways with varying chances of failure:&lt;br /&gt;
* Downed: The UFO is shot down. &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: The UFO botches the mission from sustained damage. &#039;&#039;(2 × (100 - RemainingUFOHP%))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: The target country fends off the mission by itself. &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: The UFO could simply get unlucky. &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - when the aliens have 900 research points, an unfettered recon mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the recon mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 3&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously reconned satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. Hunts have a base chance of success of 100% (50% if Stealth Satellites is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure (including failure of an initial observation).&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the hunt mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more hunt missions for each satellite that XCOM has in orbit. Also, each UFO XCOM raided earlier in the current month further increases hunt missions sent out for the remainder of the month.&lt;br /&gt;
&lt;br /&gt;
As well, the more coverage XCOM has the more likely the aliens are to send out stronger UFOs to challenge XCOM&#039;s coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then less harvests will occur.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 6 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) in addition to the standard 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
For recons, hunts, and bombings, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while still stopping the bombing mission, as the mission is guaranteed to fail.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;?%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2, 3 after 6 months) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree. After the first round of abductions a second will occur 1 day later.&lt;br /&gt;
&lt;br /&gt;
Only 1 abduction can be dealt by XCOM as the others will expire after the first abduction is attempted with so the commander must choose carefully.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which can include: credits, scientists, engineers, or new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 5% per month, but there will always be at least 1.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double UFO mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. Shortly after, an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 40 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 5% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
When Alien Aggression and Resources are higher, the aliens will try to launch more terror missions each month.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 5% per month and there will sometimes be none.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] or [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. 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;
This is a very expensive option for the aliens.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, a month that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn. If a base defense does not spawn before the new year it will automatically spawn at the end of the first year.  You can only have 1 XCOM base defense mission.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and coordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
Before XCOM has successfully raided an overseer, overseers will spawn preferentially over countries with satellite coverage to aid in coordinating their activities. However, if an overseer is successfully raided, the aliens will conduct future overseer missions exclusively in countries with alien bases in order to minimize exposure and risk.&lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=114110</id>
		<title>Other Abilities (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=114110"/>
		<updated>2023-04-21T22:43:15Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Fatigued and Exhausted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Cap==&lt;br /&gt;
&lt;br /&gt;
Critical hit chance (otherwise known as &#039;Crit&#039;) is capped at the current hit chance. This means that a soldier with 100 crit and a 1% chance to hit will only have a 1% chance to crit due to a -99 accuracy cap.&lt;br /&gt;
&lt;br /&gt;
== Base DR ==&lt;br /&gt;
&lt;br /&gt;
Any unit that has any &#039;&#039;&#039;Base Damage Resistance&#039;&#039;&#039; (represented in multiples of 20 by grey pips on their HP bar or in the F1 panel as a small number next to &#039;&#039;&#039;Total DR&#039;&#039;&#039;) will have it reduced as their &#039;&#039;&#039;armor HP&#039;&#039;&#039; declines. Specifically, the square of % of armor HP lost is equal to the % of base DR removed. &lt;br /&gt;
&lt;br /&gt;
This is not to be confused with &#039;&#039;&#039;red fog&#039;&#039;&#039; which only kicks in when the unit has lost all &#039;&#039;&#039;armor HP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with itself (e.g an ability that gives 10 base DR and an armor that gives 20 base DR give the soldier 30 base DR total). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stack multiplicatively with other forms of DR to calculate &#039;&#039;&#039;Total DR&#039;&#039;&#039;.  &#039;&#039;&#039;Total DR&#039;&#039;&#039; is represented by a grey shield to the left of their HP bar and in the F1 panel as a large yellow number.&lt;br /&gt;
&lt;br /&gt;
[[File:BaseDRLWR.png]]&lt;br /&gt;
&lt;br /&gt;
== Berserk ==&lt;br /&gt;
&lt;br /&gt;
If multiple non-blueshirt soldiers on XCOM&#039;s team have died, are bleeding out, or are stabilized, all other non-SHIV members that are idle gain the ability to go &#039;&#039;&#039;Berserk&#039;&#039;&#039;. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn affects from occurring such as enrage, fatigued, and exhausted. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 900px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Berserk = &#039;&#039;&#039;0.5%&#039;&#039;&#039; x &#039;&#039;&#039;# of dead&#039;&#039;&#039; x &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A berserked unit will enter an &#039;&#039;&#039;[[Other_Abilities_(LWR)#Enrage|enraged]]&#039;&#039;&#039; state, reload if their ammo isn&#039;t full, may move towards the nearest enemy, may fire a shot (at +100 aim), and after done, will still be enraged with 2APs ready to go.&lt;br /&gt;
&lt;br /&gt;
==Bleed Out==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers and MECs uniquely will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to &#039;&#039;&#039;Bleed Out&#039;&#039;&#039; for 2-4 turns (turns can be increased with a &#039;&#039;&#039;respirator implant&#039;&#039;&#039; or the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod). At the start of each XCOM turn the timer is reduced, so often a 2 turn bleed out will only give XCOM 1 turn to react.&lt;br /&gt;
&lt;br /&gt;
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; = 10 x [Max_Base_HP - Overkill_Damage]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; is clamped between 0% and 90%.&lt;br /&gt;
&lt;br /&gt;
A soldier with the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod will always bleed out the first time his health reaches 0 each battle.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;Bleeding Out&#039;&#039;&#039;, a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 1 AP) by a medic with both a medikit and the &#039;&#039;&#039;Savior&#039;&#039;&#039; perk. If a soldier&#039;s &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; expires, the soldier will die.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; is normally invisible but is visible if the unit bleeding out has a respirator implant.&lt;br /&gt;
&lt;br /&gt;
If the mission ends in a victory, any soldier bleeding out or stabilized will survive.&lt;br /&gt;
&lt;br /&gt;
If the mission is abandoned, only soldiers bleeding out or stabilized in the drop zone will survive.&lt;br /&gt;
&lt;br /&gt;
 If the bleeding out soldier has a medikit, another soldier can use it to stabilize or revive them by moving within two tiles and pressing &#039;&#039;&#039;J&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Boosting ==&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, soldiers have the ability to help other soldiers scale heights by boosting adjacent soldiers.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;&#039;boost&#039;&#039;&#039; a soldier, hunker two units adjacent to him on other side.  The soldier must be idle, in cover, and have some remaining AP. Once boosted, that soldier will gain the ability to scamper up any adjacent height a short distance. After the scamper the boosted soldier will have 1 AP left to act with (regardless of how much AP the soldier started with).&lt;br /&gt;
&lt;br /&gt;
[[File:BoostLWR.png]]&lt;br /&gt;
&lt;br /&gt;
==Combat Readiness==&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit ends the turn with an action point remaining and is &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle]]&#039;&#039;&#039; it activates &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1350px;&amp;quot;&amp;gt;&lt;br /&gt;
 +1.3 mobility, +10 aim, +1 penetration to all attacks, +20% &#039;&#039;&#039;[[Other_Abilities_(LWR)#Graze|graze]]&#039;&#039;&#039; chance, and -20% rocket scatter until the end of the unit&#039;s next turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] enemy pods (and on Impossible, enemies that start their turn out of line of sight) also can receive &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that while &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039; on XCOM wears off at the end of the turn, on Aliens it wears off at the beginning of each of their turns. &lt;br /&gt;
&lt;br /&gt;
Units that lose their [[Other_Abilities_(LWR)#Steady_Weapon|&#039;&#039;&#039;Steadied Weapon&#039;&#039;&#039;]] because they can&#039;t see any enemies at the beginning or end of their turn will gain the &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039; bonus.&lt;br /&gt;
&lt;br /&gt;
==Concussive Blast==&lt;br /&gt;
&lt;br /&gt;
All explosive damage has the following effects:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt; &lt;br /&gt;
 1) Clears overwatch &lt;br /&gt;
&lt;br /&gt;
 2) Chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Disoriented|disorient]]&#039;&#039;&#039; equal to the percent of their &#039;&#039;&#039;max base HP&#039;&#039;&#039; they lost &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; perk increases the chance to apply concussive blast through explosives:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ HEAT Warheads (LWR) | text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corrosion ==&lt;br /&gt;
&lt;br /&gt;
Acid grenades, acid spit, and certain melee attacks can apply the &#039;&#039;&#039;Corrosion&#039;&#039;&#039; effect:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Disables passive healing, reduces base DR by 50%, strips 1 + 20% of armor HP at start of turn, -20% aim, -20% mobility, and -20% range for AoE attacks; lasts 4 turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The only way to remove corrosion is through the use of a medikit. SHIVs and MEC troopers cannot have corrosion removed from them before it expires unless they are equipped with Alloy Carbide Plating or Core Plating; in which case corrosion duration will always be set to a single turn.&lt;br /&gt;
&lt;br /&gt;
== Dash ==&lt;br /&gt;
&lt;br /&gt;
When a unit (alien or XCOM) spends both AP points to move at the same time (a &#039;yellow&#039; move) this is called &#039;&#039;&#039;dashing&#039;&#039;&#039; and increases movement by 20% (40% with the sprinter perk). Thus, a unit that dashes will be able to cover 2.4x it&#039;s mobility in tiles.&lt;br /&gt;
&lt;br /&gt;
As well, when dashing, units will have 30 more defense against reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Defuse ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all soldiers. It allows them to &#039;&#039;&#039;defuse&#039;&#039;&#039; bombs. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the soldier as he/she defuses the bomb. At the beginning of their next turn they will finish &#039;&#039;&#039;defusing&#039;&#039;&#039; the bomb at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
== Disoriented ==&lt;br /&gt;
&lt;br /&gt;
Units hit by concussion grenades will become &#039;&#039;&#039;Disoriented&#039;&#039;&#039;: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1350px;&amp;quot;&amp;gt;&lt;br /&gt;
 Cancels overwatch and suppression, -15 defense, -30 will, -60 aim, -60% mobility/ability range, -60% melee damage, +60% scatter, lasts through 1 enemy turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End-in-Idle ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action is any action where the unit that performs the action is [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] after the action.  See [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Enrage==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
If multiple non-blueshirt soldiers on XCOM&#039;s team have died, are bleeding out, or are stabilized, all other non-SHIV members gain the ability to &#039;&#039;&#039;Enrage&#039;&#039;&#039;. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 900px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Enrage = &#039;&#039;&#039;2%&#039;&#039;&#039; x &#039;&#039;&#039;# of dead&#039;&#039;&#039; x &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enraged soldier:&lt;br /&gt;
&lt;br /&gt;
- Deals +100% weapon damage&lt;br /&gt;
&lt;br /&gt;
- Gains +100% mobility&lt;br /&gt;
&lt;br /&gt;
- Gains +100% throw range&lt;br /&gt;
&lt;br /&gt;
- Is immune to triggering non-suppression reaction fire&lt;br /&gt;
&lt;br /&gt;
- Is immune to panic&lt;br /&gt;
&lt;br /&gt;
- Is immune to countercharge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt;[[Image:Enrage.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Enraged soldiers can be identified because their AP pips will have turned red.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elevated Position ==&lt;br /&gt;
&lt;br /&gt;
Units at a higher altitude then an enemy receive the following benefits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 +5 aim and defense per tile higher (Capped at +30 aim and defense)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Flying units receive the max (+30) defense bonus regardless of their height relative an enemy&lt;br /&gt;
&lt;br /&gt;
== Exposed ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposed&#039;&#039;&#039; units are more vulnerable and shots against them have +50 critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Units not protected by cover are considered &#039;&#039;&#039;Exposed&#039;&#039;&#039;. This also means that any unit that is &#039;&#039;&#039;Exposed&#039;&#039;&#039; will not be receiving any benefits from their cover. &lt;br /&gt;
&lt;br /&gt;
Flanking a target or destroying its cover is an effective method of &#039;&#039;&#039;Exposing&#039;&#039;&#039; a target.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hardened&#039;&#039;&#039; perk prevents a unit from being exposed, regardless of cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flying&#039;&#039;&#039; and &#039;&#039;&#039;Non-Hardened&#039;&#039;&#039; units (while technically exposed) do not have increased critical hit chance against them for being exposed. However, perks or abilities that require exposure will still work against flying units.&lt;br /&gt;
&lt;br /&gt;
== Fatigued and Exhausted ==&lt;br /&gt;
&lt;br /&gt;
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each their turns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px; width: 100px;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Effect&lt;br /&gt;
! Chance (Modified by Campaign Length)&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|| Fatigued&lt;br /&gt;
|| 1 AP loss&lt;br /&gt;
|| 1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|- &lt;br /&gt;
|| Exhausted&lt;br /&gt;
|| 2 AP loss&lt;br /&gt;
|| 0.1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A NSLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 0.5%/0.05%.&lt;br /&gt;
&lt;br /&gt;
A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 2%/0.2%.&lt;br /&gt;
&lt;br /&gt;
A ELW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 4%/0.4%.&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Soldiers with the Archangel or Seraph armors and Hover SHIVs have the &#039;&#039;&#039;Flight&#039;&#039;&#039; ability and a set amount of fuel to power the ability.&lt;br /&gt;
&lt;br /&gt;
Flight consumes 1 fuel per turn while active. Toggling flight on or moving also consumes a fuel. &lt;br /&gt;
&lt;br /&gt;
Units that are flying have their mobility set to 9.3, regardless of what their mobility was on the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Warning&#039;&#039;&#039;: If the pilot is still hovering at 0 fuel they will be forced to land (and may land in a bad location).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grapple==&lt;br /&gt;
&lt;br /&gt;
Units with certain light armors gain the grapple ability. Using the Grapple costs 0 AP and can propel the soldier up to 15 tiles. Each armor with the grapple ability grants a single use during each battle.&lt;br /&gt;
&lt;br /&gt;
== Graze ==&lt;br /&gt;
&lt;br /&gt;
Any attack that &#039;&#039;&#039;Grazes&#039;&#039;&#039; will deal 50% less damage. This occurs before any damage reduction is taken into consideration (it is a &#039;&#039;target modifier&#039;&#039; in the damage calculation process).&lt;br /&gt;
&lt;br /&gt;
Some abilities turn shots into grazes (Advanced Perception, Brawler, Body Shield, Ever Vigilant), some melee attacks into grazes (Brawler, Chitin Plating), and some any damage into grazes (Combat Readiness, Repulsor Plating).&lt;br /&gt;
&lt;br /&gt;
== Hack ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all covert operatives. It allows them to &#039;&#039;&#039;Hack&#039;&#039;&#039; Exalt data relays. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the covert operative as he/she hacks the relay. At the beginning of their next turn they will finish the &#039;&#039;&#039;hack&#039;&#039;&#039; at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Hack&#039;&#039;&#039; begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the &#039;&#039;&#039;Hack&#039;&#039;&#039; the covert operative will also recover sensitive Exalt information from the relay.&lt;br /&gt;
&lt;br /&gt;
== Healing Fatigue ==&lt;br /&gt;
&lt;br /&gt;
Any active heal (medikit, repair, or restorative mist) decreases the effectiveness of any subsequent active heals by 1. This simulates the inability of the nanobots to keep repairing a unit that is more and more damaged.&lt;br /&gt;
&lt;br /&gt;
== Heat of Battle ==&lt;br /&gt;
&lt;br /&gt;
For every enemy in vision at the end of an XCOM soldier&#039;s turn, there is a 10% chance to activate &#039;&#039;&#039;Heat of Battle&#039;&#039;&#039; which automatically grants [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
== Hidden ==&lt;br /&gt;
&lt;br /&gt;
Various abilities can cause a unit to become hidden.  They all work slightly differently but all share the similarity in that:&lt;br /&gt;
&lt;br /&gt;
1) They cannot be targeted by the opposition&lt;br /&gt;
&lt;br /&gt;
2) They clear the unit from all enemy overwatch&lt;br /&gt;
&lt;br /&gt;
3) They grant +30% crit&lt;br /&gt;
&lt;br /&gt;
 Hunter (Jaeger) = Cloak: reveals at end of turn and on non-movement actions&lt;br /&gt;
&lt;br /&gt;
 Stealth (Seeker) = Stealth: reveals on action, lasts up to 3 turns&lt;br /&gt;
&lt;br /&gt;
 Concealment (Scout) = Concealed: reveals at beginning of turn, on being flanked, on non-movement actions, and on movement actions that are dashed, not to heavy cover, or in vision of enemies&lt;br /&gt;
&lt;br /&gt;
 Ghost Mode (Ghost Armor) = Ghosted: reveals at beginning of turn and on non-movement actions&lt;br /&gt;
&lt;br /&gt;
 Shadowed (Shadow Device) = Shadowed: reveals at beginning of turn and on any actions&lt;br /&gt;
&lt;br /&gt;
 Sneaking (Sneak Mode) = Sneaking: reveals based on various criteria listed here: [[Other_Abilities_(LWR)#Sneak Mode|&#039;&#039;&#039;Sneak Mode&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
If an XCOM unit is &#039;&#039;&#039;revealed&#039;&#039;&#039; it will trigger any inactivated alien pods that are in sight.&lt;br /&gt;
&lt;br /&gt;
== Holo Targeted ==&lt;br /&gt;
&lt;br /&gt;
Units that have been hit by a primary weapon (not during reaction fire) with &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; will become &#039;&#039;&#039;Holo Targeted&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Holo Rounds (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Ground ==&lt;br /&gt;
&lt;br /&gt;
Units that are fighting in their home country gain the &#039;&#039;&#039;Home Ground&#039;&#039;&#039; bonus:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +20 will and +1.3 mobility&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunker Down==&lt;br /&gt;
&lt;br /&gt;
Any biosoldier in cover can &#039;&#039;&#039;Hunker Down&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1350px;&amp;quot;&amp;gt;&lt;br /&gt;
 When protected by cover: +30 defense, +30 will against psi attacks, +30% DR, and immunity to critical hits. Reduces sight radius to 0. Does not trigger reaction fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hunkered units will have their base HP color turn grey.&lt;br /&gt;
&lt;br /&gt;
== Idle ==&lt;br /&gt;
&lt;br /&gt;
Certain abilities vary based on whether or not a unit is &#039;&#039;&#039;idle&#039;&#039;&#039;. Being &#039;&#039;&#039;idle&#039;&#039;&#039; requires the soldier to be doing nothing that could be occupying their attention.&lt;br /&gt;
&lt;br /&gt;
The following abilities cause a unit to NOT be &#039;&#039;&#039;idle&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1390px;&amp;quot;&amp;gt;&lt;br /&gt;
 Being suppressed, suppressing, stunned, maimed, steadying, overwatching, panicking, strangling, being strangled, hunkering, being in One For All, orbital raying, psychic storming, hiding, being critically wounded&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Low Hit Chances ==&lt;br /&gt;
&lt;br /&gt;
In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as &#039;&#039;&#039;aim&#039;&#039;&#039; minus &#039;&#039;&#039;defense&#039;&#039;&#039; equals &#039;&#039;&#039;hit chance&#039;&#039;&#039;, hit chances below 20% are tapered by half, and those below 10% are tapered again but by 80%. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -100% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the &#039;to hit&#039; in the F1 info screen. Chances that have been tapered by 80% will be colored red beside the &#039;to hit&#039; in the F1 info screen.&lt;br /&gt;
&lt;br /&gt;
The actual formula is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:390px;&amp;quot;&amp;gt;&lt;br /&gt;
 if(iToHit &amp;lt; 20)&lt;br /&gt;
   iToHit += 0.5 * (20 - float(iToHit));&lt;br /&gt;
 if(iToHit &amp;lt; 10)&lt;br /&gt;
   iToHit += 0.8 * (10 - float(iToHit)) ;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: All final hit chances are still clamped between 1 and 100.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
&lt;br /&gt;
All sidearms have the &#039;&#039;&#039;Maim&#039;&#039;&#039; ability: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stun rifles will also Maim targets under 50% HP on a failed stun.&lt;br /&gt;
&lt;br /&gt;
Any target that is &#039;&#039;&#039;Maimed&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Skip the next turn and disable reactive abilities (e.g. Close Combat Specialist, Reactive Targeting Sensors, Overwatch)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
&lt;br /&gt;
Weapons with the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability upgrade standard shots to have a chance to disorient mechanical units equal to the percent of total HP they lost.&lt;br /&gt;
&lt;br /&gt;
== Overwatch ==&lt;br /&gt;
&lt;br /&gt;
Overwatch can only be triggered if the unit has an enemy in sight. Using overwatch will overwatch all units currently in Line of Sight. Overwatching units will fire a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Reaction_Fire|reaction shot]]&#039;&#039;&#039; against any unit that was overwatched and that acts (unless the action is a move of only 1 tile).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1100px;&amp;quot;&amp;gt;&lt;br /&gt;
 Note: The act of going on overwatch triggers a single reaction shot (as opposed to all potential reaction shots).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being hit by an explosive ([[Other_Abilities_(LWR)#Concussive_Blast|Concussive Blast]]) or certain other abilities will clear a unit&#039;s overwatch status.&lt;br /&gt;
&lt;br /&gt;
=== Overwatch Indicators ===&lt;br /&gt;
The HUD icons for aliens will reveal who is overwatching you. A target icon appears at the top right of their alien head in the bottom right of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Overwatchicon.png]]&lt;br /&gt;
&lt;br /&gt;
Aliens will have a red eye icon above their soldier/pawn if they are on overwatch. The eye will be teal for XCOM.&lt;br /&gt;
&lt;br /&gt;
[[File:Redeyeindicator.png]]&lt;br /&gt;
&lt;br /&gt;
Allies that are in danger of triggering a reaction shot will have a red target icon just to the right of their HP. If they have a cover shield it will overlap the top right of the cover shield.&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
&lt;br /&gt;
All panicked units have an 50% chance to recover each turn. If they are going to recover, they will receive a popup saying they are &#039;&#039;&#039;Regaining Control&#039;&#039;&#039;; otherwise they will remain panicking. A single panic will last a maximum of 4 turns.&lt;br /&gt;
&lt;br /&gt;
There is a 2% chance that any panicked unit will recover immediately.&lt;br /&gt;
&lt;br /&gt;
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking damage or seeing their squad mates take damage. Exalt will panic less than XCOM and have only a 30% chance of triggering a panic roll when one of their panic events trigger.&lt;br /&gt;
&lt;br /&gt;
Exalt Chances to Panic:&lt;br /&gt;
*30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
*30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
*30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
XCOM Chances to Panic:&lt;br /&gt;
*They are hit for more than 50% of their remaining health (30 will test)&lt;br /&gt;
*A squad mate in vision panics (0 will test)&lt;br /&gt;
&lt;br /&gt;
== Penetration ==&lt;br /&gt;
&lt;br /&gt;
Units with penetration will do more damage to units with a form of damage resistance. Specifically, after damage resistance is calculated, for every 1 point of penetration the damage is increased by 1 and the damage resistance is decreased by 1.&lt;br /&gt;
&lt;br /&gt;
Units can gain penetration through various perks, weapons, and equipment. As well, for every 10 damage dealt to a target, an extra penetration is added.&lt;br /&gt;
&lt;br /&gt;
Penetration resistance works in the opposite manner, reducing penetration by 1 for each penetration resistance.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Damage_(LWR)#Damage_Calculation|&#039;&#039;&#039;Complete Damage Formula&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==Pin Point Accuracy==&lt;br /&gt;
&lt;br /&gt;
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called &#039;&#039;&#039;Pinpoint Accuracy&#039;&#039;&#039;. It represents a soldier being so accurate that they are more likely to land a critical hit.&lt;br /&gt;
&lt;br /&gt;
==Point Blank==&lt;br /&gt;
&lt;br /&gt;
If two units are within 1 tile of each other but still protected by cover, they will gain a &#039;&#039;&#039;Point Blank&#039;&#039;&#039; bonus which will bypass many of the benefits of cover (even though they are technically not flanking). &lt;br /&gt;
&lt;br /&gt;
Units at &#039;&#039;&#039;Point Blank&#039;&#039;&#039; will:&lt;br /&gt;
 Bypass cover defense, bypass cover DR, and gain an crit bonus as if their target was exposed&lt;br /&gt;
&lt;br /&gt;
This acts similar to if they were actually flanked. This does not, however, negate any perks or abilities that work when the target is protected by cover (as the target is still protected by cover).&lt;br /&gt;
&lt;br /&gt;
== Quick Load ==&lt;br /&gt;
&lt;br /&gt;
Pistols have the ability &#039;&#039;&#039;Quick Load&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
 Reloading this weapon costs only 1 AP.&lt;br /&gt;
&lt;br /&gt;
== Reaction Fire ==&lt;br /&gt;
&lt;br /&gt;
Reaction fire is any shot that occurs when it is not that unit&#039;s turn (Eg: [[Other_Abilities_(LWR)#Overwatch|Overwatch]]). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic&#039;&#039;&#039; reaction fire has 2 properties different than normal fire:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt;&lt;br /&gt;
 It bypasses 50% of cover defense and 50% of cover damage resistance&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 200px;&amp;quot;&amp;gt;&lt;br /&gt;
 It cannot crit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reaction fire will trigger when a unit acts (uses any ability or moves &amp;gt;1 tile) and &#039;&#039;&#039;the firing unit has a hit chance of 30 or higher&#039;&#039;&#039;.  When the firing unit has a hit chance of less than 30 they will say something along the lines of not being able to target the enemy; aliens will display an exclamation mark (!) above their heads.&lt;br /&gt;
&lt;br /&gt;
Certain actions are quick enough that they won&#039;t trigger reaction fire, this includes:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt;&lt;br /&gt;
 Steady Weapon, Reload, Hunker Down, One For All&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Suppression reaction fire will fire regardless of hit chance or action type.&lt;br /&gt;
&lt;br /&gt;
Targets that trigger reaction fire &#039;&#039;&#039;when moving&#039;&#039;&#039; will be treated as uncovered.&lt;br /&gt;
&lt;br /&gt;
Reaction fire can be upgraded with:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Opportunist (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Reaction fire will occur before the triggering unit has completed its action or movement. Units that take damage from reaction fire will have less stats when they go to complete their action. For example, using a psionic attack will have a lower hit chance if the unit took damage from a reaction shot and lost will due to red fog. However, &#039;&#039;hit chance of shots&#039;&#039;, &#039;&#039;target locations&#039;&#039;, and &#039;&#039;scatter&#039;&#039; are all calculated before any reaction fire and thus will not be affected by any damage taken before the action (unless, of course, the damage is fatal).&lt;br /&gt;
&lt;br /&gt;
Reaction fire will not occur from or against units that are hidden (concealed, stealthed, shadowed, ghosted, or cloaked).&lt;br /&gt;
&lt;br /&gt;
All reaction fire that damages a target has a chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Stagger|Stagger]]&#039;&#039;&#039; the target.&lt;br /&gt;
&lt;br /&gt;
Units that are [[Other_Abilities_(LWR)#Dash|&#039;&#039;&#039;Dashing&#039;&#039;&#039;]] will gain a defense bonus against the reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Red Fog ==&lt;br /&gt;
&lt;br /&gt;
Damage to a unit&#039;s base HP causes &#039;&#039;&#039;Red Fog&#039;&#039;&#039; which:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 950px;&amp;quot;&amp;gt;&lt;br /&gt;
 Reduces aim, will, melee damage, throw range, rocket accuracy, and mobility by half the percent of base health lost&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The amount of each of the maluses are directly proportional to % base HP lost. Damage to a unit&#039;s armor HP has no effect on red fog.&lt;br /&gt;
&lt;br /&gt;
The second wave option &#039;&#039;&#039;Just a Flesh Wound&#039;&#039;&#039; turns red fog off.&lt;br /&gt;
&lt;br /&gt;
Note that [[Other_Abilities_(LWR)#Base_DR|&#039;&#039;&#039;base DR&#039;&#039;&#039;]] is reduced by armor HP loss and is not considered an effect of red fog and thus is not affected by abilities that minimize or circumvent red fog.&lt;br /&gt;
&lt;br /&gt;
== Reload ==&lt;br /&gt;
&lt;br /&gt;
Grants full ammo to the &#039;&#039;&#039;active&#039;&#039;&#039; weapon. Does not trigger reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Scamper ==&lt;br /&gt;
&lt;br /&gt;
Both XCOM and Aliens have the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039; when they first see each other. &lt;br /&gt;
&lt;br /&gt;
=== Alien Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an alien pod is revealed all the aliens in the pod will move to more ideal positions (e.g. moving to cover) and will sometimes activate a [[Abilities_List_(LWR)#Deflection_Shield|&#039;&#039;&#039;Deflection Shield&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
When revealed, the alien pod can also be affected by 1 of 3 states: &#039;&#039;&#039;Prepared&#039;&#039;&#039;, &#039;&#039;&#039;Off-Guard&#039;&#039;&#039;, and &#039;&#039;&#039;Unprepared&#039;&#039;&#039;.  All 3 of these are supposed to emulate XCOM having less time or more time to act before the enemy does based on the state of the enemy when revealed.&lt;br /&gt;
&lt;br /&gt;
===Prepared===&lt;br /&gt;
&lt;br /&gt;
 A single pod activation may be [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]]. This allows up to 2 units to enter [[Other_Abilities_(LWR)#Overwatch|&#039;&#039;&#039;Overwatch&#039;&#039;&#039;]] and any non-melee pod members may gain the [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]] buff.&lt;br /&gt;
&lt;br /&gt;
The chance for [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] depends on the [[Difficulty_(LWR)#Expectations|&#039;&#039;&#039;Difficulty&#039;&#039;&#039;]]:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 700px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 25%;&amp;quot; |  &lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | Chance for Prepared&amp;lt;br&amp;gt;[chance with active aliens]&lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | Max Overwatchers&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Easy&#039;&#039;&#039; || 0% || 0&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Classic&#039;&#039;&#039; || 10% || 0&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Brutal&#039;&#039;&#039; || 35% &amp;lt;br&amp;gt;[10% for 1 alien active] || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Impossible&#039;&#039;&#039; || 100%&amp;lt;br&amp;gt;[35% for 1 alien active]&amp;lt;br&amp;gt;[10% for 2 aliens active] || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Prepared aliens will overwatch on reveal less if XCOM has less AP available and will not overwatch at all on the first turn of any mission&lt;br /&gt;
&lt;br /&gt;
===Off-Guard===&lt;br /&gt;
 If there are 3 or more already active enemies, new pods revealed have a 10% chance per already active enemy to be caught &#039;&#039;&#039;Off-Guard&#039;&#039;&#039; and not be able to &#039;&#039;&#039;Scamper&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Off-Guard&#039;&#039;&#039; is intended to simulate the aliens unexpectedly bumping into XCOM.&lt;br /&gt;
&lt;br /&gt;
===Unprepared===&lt;br /&gt;
 If a pod is &#039;&#039;&#039;Off-Guard&#039;&#039;&#039; and there are 6 or more already active enemies, each already active enemy at 6 or over grants a 15% chance for the enemy pod to be &#039;&#039;&#039;Unprepared&#039;&#039;&#039; where they also start with no ammo.  &lt;br /&gt;
&lt;br /&gt;
An exception to this is Melee Alien (Zombies, Chryssalids, Berserkers) which can never be Off-Guard or unprepared.&lt;br /&gt;
&lt;br /&gt;
For example, if you are engaged with 8 enemies and activate a new pod, the new pod will have an 80% chance to be &#039;&#039;&#039;Off-Guard&#039;&#039;&#039; and then IF they are &#039;&#039;&#039;Off-Guard&#039;&#039;&#039; they will have another 45% chance to be &#039;&#039;&#039;Unprepared&#039;&#039;&#039; (for a total chance of being unprepared of 36%).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unprepared&#039;&#039;&#039; is supposed to simulate the aliens not only unexpecting to bump into XCOM, but also being not ready for any engagement.&lt;br /&gt;
&lt;br /&gt;
=== XCOM Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit has completed their turn (0 AP remaining) and a new alien pod is revealed, that unit will receive the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039;: they can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.). &lt;br /&gt;
&lt;br /&gt;
Exceptions where XCOM units will not gain &#039;&#039;&#039;Scamper&#039;&#039;&#039;: Non-idle units, the unit that activated the aliens (if it was done with a non-movement action), units that just used Run and Gun, or units that are the last active soldier remaining.&lt;br /&gt;
&lt;br /&gt;
== Shaken ==&lt;br /&gt;
&lt;br /&gt;
Every soldier that dies &#039;&#039;&#039;Shaken&#039;&#039;&#039;s the remaining soldiers, lowering their will by 5 for each death witnessed. Psi Inspiration can clear this effect.&lt;br /&gt;
&lt;br /&gt;
== Shred == &lt;br /&gt;
&lt;br /&gt;
Some weapons can &#039;&#039;&#039;Shred&#039;&#039;&#039; enemies. This means they will take extra damage from all regular sources. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shredder (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that additional shred damage is calculated based off of &#039;&#039;damage dealt&#039;&#039;, not &#039;&#039;damage taken&#039;&#039;; so if a unit resists any damage through DR it &#039;&#039;does not&#039;&#039; affect the amount of shred applied.&lt;br /&gt;
&lt;br /&gt;
Some plasma weapons can shred only specific types of enemies and deals shred equal to the &#039;&#039;&#039;full&#039;&#039;&#039; damage dealt as a percent of the target&#039;s max HP: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carapace Shredder&#039;&#039;&#039; (Plasma Rifle): shreds biological enemies with &#039;&#039;&#039;Hardened&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ether Shredder&#039;&#039;&#039; (Plasma Reflex Cannon): shreds Sectoids, Sectoid Commanders and Ethereals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mechanical Shredder&#039;&#039;&#039; (Plasma Battle Rifle): shreds robotic enemies only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Shredder&#039;&#039;&#039; (Plasma Carbine): shreds flying-capable aliens.&lt;br /&gt;
&lt;br /&gt;
Some explosives (AP Grenades, Javelin Rockets) have the &#039;&#039;&#039;Explosive Shredder&#039;&#039;&#039; perk which allows them to shred enemies at &#039;&#039;&#039;1.5x&#039;&#039;&#039; the damage dealt as a percent of the target&#039;s max HP.&lt;br /&gt;
&lt;br /&gt;
If a source would apply multiple levels of shred (e.g. a unit with Shredder and Ether Shredder), only the highest level will apply.&lt;br /&gt;
&lt;br /&gt;
== Smoke (In Smoke) ==&lt;br /&gt;
&lt;br /&gt;
Smoke can be deployed by throwing a smoke grenade. The smoke grenade will fill designated tiles with smoke through 1 enemy turn. Any unit within a tile filled with smoke will receive the &#039;&#039;&#039;In Smoke&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Smoke increases defense of units in the smoke by 30 and prevents bonus critical chances against them for being exposed, steadying, suppressing, or overwatching. Smoke reduces the aim of units within the smoke by 10. &lt;br /&gt;
&lt;br /&gt;
Both the aim and defense modifications of smoke apply to psionic abilities by modifying the affected unit&#039;s will when a psionic ability is being used. For example, a unit in regular smoke has +30 will for the purposes of defending against psionics and -10 hit chance for the purposes of attacking with psionics. As well, being in smoke prevents being hit by &#039;&#039;&#039;[[Abilities_List_(LWR)#Countercharge|Countercharge]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Smoke also has another important benefit: &#039;&#039;&#039;reaction shots will not trigger against units inside smoke&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;In Smoke&#039;&#039;&#039;: -10 aim, +30 defense, prevents extra crit from exposed/steadied/suppressing/overwatching, and does not trigger reaction shots -- aim and defense affects psi as well&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 2 upgrades to regular smoke:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; &lt;br /&gt;
{{Combat Drugs (LWR)|text=1}}&lt;br /&gt;
{{Dense Smoke (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sneak Mode ==&lt;br /&gt;
&lt;br /&gt;
When all active aliens cannot see any XCOM and there are 4 or more active aliens, at the beginning of the alien turn, those aliens may enter &#039;&#039;&#039;Sneak Mode&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak Mode&#039;&#039;&#039; is where idle aliens that can use cover have a chance to become hidden (except for mutons, they are too big).&lt;br /&gt;
&lt;br /&gt;
 The chance to become hidden during sneak mode is based on difficulty: Easy = 0%, Classic = 10%, Brutal = 35%, Impossible = 100%&lt;br /&gt;
&lt;br /&gt;
If there are less than 4 active aliens all sneaking aliens will automatically stop sneaking. &lt;br /&gt;
&lt;br /&gt;
All sneaking aliens automatically gain the [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]] buff.&lt;br /&gt;
&lt;br /&gt;
Aliens hidden during &#039;&#039;&#039;Sneak Mode&#039;&#039;&#039; will become revealed again if they:&lt;br /&gt;
* Perform a non-movement action&lt;br /&gt;
* Start their turn in sight of an XCOM unit&lt;br /&gt;
* Have an XCOM unit see them exposed (not protected by cover) within 10 tiles&lt;br /&gt;
* Have an XCOM unit see them within 2 tiles&lt;br /&gt;
* Take any damage&lt;br /&gt;
* Are revealed by a revealing ability/device (e.g. battle scanner)&lt;br /&gt;
&lt;br /&gt;
Aliens hidden during &#039;&#039;&#039;Sneak Mode&#039;&#039;&#039; can also give audio clues relevant to their location. This helps XCOM find them.&lt;br /&gt;
&lt;br /&gt;
== Stagger ==&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;reaction fire&#039;&#039;&#039; that damages a target has a chance to &#039;&#039;&#039;Stagger&#039;&#039;&#039; the target equal to the percent of their max HP they lost.&lt;br /&gt;
&lt;br /&gt;
 % Chance to Stagger = 100 x Damage Received / Target&#039;s Max HP&lt;br /&gt;
&lt;br /&gt;
 Staggered units lose all remaining APs, their shots [[Other_Abilities_(LWR)#Graze|&#039;&#039;&#039;graze&#039;&#039;&#039;]], and they cannot enter overwatch&lt;br /&gt;
&lt;br /&gt;
Does not effect melee-only units (zombies, chryssalids, and muton berserkers).&lt;br /&gt;
&lt;br /&gt;
== Steady Weapon ==&lt;br /&gt;
&lt;br /&gt;
Steadying a weapon grants the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Steadied shots taken at 2AP: Gain +70 aim and +2 penetration&lt;br /&gt;
 Steadied shots taken at 1AP: Gain +35 aim and +1 penetration&lt;br /&gt;
 Reduces rocket scatter by 50%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steady is lost if unit acts, moves, is suppressed, is hit, or changes weapons. Steady is converted into &#039;&#039;&#039;[[Other_Abilities_(LWR)#Combat_Readiness|Combat Readiness]]&#039;&#039;&#039; if unit can&#039;t see any enemies at the beginning or end of a turn. &lt;br /&gt;
&lt;br /&gt;
Steady is only available if the unit can see an enemy. &lt;br /&gt;
&lt;br /&gt;
Steadying a weapon &#039;&#039;&#039;does not&#039;&#039;&#039; trigger enemy reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Stimmed ==&lt;br /&gt;
&lt;br /&gt;
Units that use a Combat Stim on themselves will receive the &#039;&#039;&#039;Stimmed&#039;&#039;&#039; buff: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +2 regeneration, +1.3 mobility, +10 aim, +15 will, immunity to fatigued/exhausted, resists 50% of overpower, +20% DR; lasts through 4 enemy turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
The stun rifle can be used to attempt to &#039;&#039;&#039;Stun&#039;&#039;&#039; autopsied biologic aliens (except for chryssalids). Stunned aliens can be brought home in stored in Alien Containment facilities for interrogations.&lt;br /&gt;
&lt;br /&gt;
The stun rifle will always hit but the chance to stun will never be 100%. The chance is higher if the target is lower in HP.&lt;br /&gt;
&lt;br /&gt;
Targets at or below half of their health will be [[Other_Abilities_(LWR)#Maim|&#039;&#039;&#039;Maimed&#039;&#039;&#039;]] if the stun fails.&lt;br /&gt;
&lt;br /&gt;
== Suppression ==&lt;br /&gt;
&lt;br /&gt;
Targets that are hit with suppression will receive the &#039;&#039;&#039;Suppression&#039;&#039;&#039; effect:&lt;br /&gt;
&lt;br /&gt;
 Cannot use reaction fire, -35 aim, -35% mobility/ability range&lt;br /&gt;
&lt;br /&gt;
At the start of their turn, &#039;&#039;&#039;Suppressed&#039;&#039;&#039; targets become &#039;&#039;&#039;Pinned&#039;&#039;&#039; if they are protected by cover, or take &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039; damage if they are not protected by cover.&lt;br /&gt;
&lt;br /&gt;
If the target acts while under suppression the suppression will break with another round of &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinned&#039;&#039;&#039; means the unit will lose 1 AP.&lt;br /&gt;
&lt;br /&gt;
== Suppressive Fire ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage is equal to 50% of weapon damage.&lt;br /&gt;
&lt;br /&gt;
Even though &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; will sometimes occur during the enemy turn, it is not a standard shot and thus it does not qualify as a reaction shot (so it will not stagger).&lt;br /&gt;
&lt;br /&gt;
Units with the &#039;&#039;&#039;Mayhem&#039;&#039;&#039; perk can apply additional &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage immediately when suppressing.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
Units with the &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; perk will apply &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; to an area (at 50% damage) as well as the primary target (at 100% damage). This area damage occurs during mayhem suppressive fire and at the beginning of a unit&#039;s turn if they are suppressed and not in cover. The area damage does not apply to the suppressive fire that occurs when a unit breaks a suppression effect by acting.&lt;br /&gt;
{{ Danger Zone (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tactical Retreat ==&lt;br /&gt;
&lt;br /&gt;
During most missions you can press &#039;Z&#039; to call Bigsky and ask him to perform a &#039;&#039;&#039;Tactical Retreat&#039;&#039;&#039;. If available, Bigsky will proceed to your location within 1-3 turns. At that time, everyone not within 8 tiles of the extraction beacon will become MIA. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are an effective method to withdraw critically wounded units and/or pull out after a mission is successful (e.g. after the bomb is defused).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are not available indoors, if a bomb is active, if exalt towers are active, or if a VIP is being rescued. They are also not available on the following missions: DLC missions, newfoundland mission, and base assaults/defenses.&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=106198</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=106198"/>
		<updated>2022-02-11T22:22:11Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Stat Progression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper, the main difference being that overwatch works with Squadsight. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}{{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Mayhem (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Impact (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+8-24 | rank1-mob=- | rank1-will=+2-6&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+2-6 | rank2-mob=- | rank2-will=+0-2&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+1-3 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+15-45 | mobtotal=- | willtotal=+2-8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+16 | rank1-mob=- | rank1-will=+4 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+4 | rank2-mob=- | rank2-will=+1&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+2 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+30 | mobtotal=- | willtotal=+5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. Overwatch now has unlimited range with Squadsight. In The Zone and Double Tap remain good choices for taking multiple shots per turn, but the addition of high damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at ranges, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky &#039;&#039;Commanding Officer&#039;&#039;/&#039;&#039;Extra conditioning&#039;&#039; proc can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
Sample In The Zone Build:&lt;br /&gt;
&#039;&#039;In the Zone -&amp;gt; Impact or Holo Rounds -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Bring &#039;Em On-&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages mouvement.Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*The overwatch clearing capabilities of Impact is a strong sell, but can be switched out for Holo Rounds if needed.&lt;br /&gt;
*Executioner can be switched for Ranger if the extra aim isn&#039;t needed.&lt;br /&gt;
*Disabling shot offers more utility against dangerous targets while BEO offers a more straightforward damage increase&lt;br /&gt;
&lt;br /&gt;
===Mayhem Overwatch Sniper===&lt;br /&gt;
The Mayhem Overwatch Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target or to enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high damage on the normal shot (+50% from &#039;&#039;Mayhem&#039;&#039;) while the latter sacrifices the ability to pick a specific target for truly devastating damage on the reaction shot (+100% from &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; and a near guaranteed stagger with &#039;&#039;Impact&#039;&#039;). Due to the inability of this build to fire more than once per turn, any missed shot has a high opportunity cost and thus only high aim Snipers (&amp;gt; 95 after initial promotion) should be considered. Even then, steadying is generally a good idea if preparing to pick off a specific high value target.&lt;br /&gt;
&lt;br /&gt;
Sample Mayhem Overwatch Build:&lt;br /&gt;
&#039;&#039;Mayhem -&amp;gt; Impact -&amp;gt; Opportunist -&amp;gt; Precision Shot -&amp;gt; Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*VPT will increase damage significantly against biological targets while BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===Double Tap Sniper===&lt;br /&gt;
The Double Tap Sniper is a middle ground between the setup reliant &#039;&#039;In the Zone&#039;&#039; and the immediate power of &#039;&#039;Mayhem&#039;&#039;. It has the least potential damage, but its distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper&#039;s shots - concentrating your fire on one target, or weakening two targets. Out of all three Sniper builds it is the most forgiving on mediocre aim rolls (~85 after initial promotion) thanks to aim boosting perks such has &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Executioner&#039;&#039;. If the extra aim isn&#039;t needed then damage boosting perks may be picked instead. Finally, do keep in mind that &#039;&#039;Double Tap&#039;&#039; activates every other turn and thus a turn spent steadying between activations is more optimal damage wise (when equipped with High Cap Mags).&lt;br /&gt;
&lt;br /&gt;
Sample Double Tap Sniper Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Holo Rounds or Impact -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Holo Rounds can be switched for Impact if the extra aim and utility isn&#039;t needed.&lt;br /&gt;
*Executioner can be switched for Ranger if the extra aim isn&#039;t needed. Ranger is also a good choice for close combat maps where a strike rifle flanker is a better alternative to the sniper rifle.&lt;br /&gt;
*The Gunnery Sergeant perks are all viable. Pick Disabling shot for added utility, VPT or BEO for extra conditional damage.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(LWR)&amp;diff=102468</id>
		<title>Change Log (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Change_Log_(LWR)&amp;diff=102468"/>
		<updated>2021-07-09T23:22:14Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= LW Rebalance v1.34 = &lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.34.00 ==&lt;br /&gt;
&lt;br /&gt;
Fatigue Modifications:&lt;br /&gt;
 - Fatigue now increases on soldiers by 10% for each mission they&#039;ve gone on (modified by campaign length): so double fatigue at 10 missions, triple at 20, etc - Instead of late game increasing fatigue on all soldiers evenly it targets the most used soldiers to encourage using all soldiers and not stacking the A-Team - This more than accommodates for the above point creating a barracks that is more well roundeded and more resilient to loss but overall smaller&lt;br /&gt;
 - Fatigue is no longer increased by 0.5 per month on each mission - Removed due to new mission-based fatigue mechanic&lt;br /&gt;
 - Any soldier that was previously fatigued now increases new fatigue by 1% for each day of fatigue they had when they went on the mission (modified by campaign length) - Not a huge effect, but encourages using soldiers that have no fatigue for min/maxing&lt;br /&gt;
 - Will modifies fatigue by 0.5% per will (from 1% per will) - Means low will soldiers are less poor soldiers and prevents really high will soldiers from being super human&lt;br /&gt;
 - Officers no longer acquire an additional 30% fatigue - This is now accommodated for with the new fatigue system&lt;br /&gt;
 - Meld injection reduces injury/fatigue by 80% for 200 meld (from 30% for 30 meld) - The design is supposed to be to have a severely wounded soldier able to be brought back into the game through an expensive cost and not to power level specific soldiers - this modification should push meld healing more in-line with the design goal&lt;br /&gt;
 - Every turn spent in a mission reduces fatigue acquired from that mission by 1% (capped at a 50% reduction at 50+ turns) - Reduces fatigue on longer missions&lt;br /&gt;
 - Consistent Fatigue sets fatigue per mission to 6 days (from 7) - Accommdation for new fatigue #s&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Modified council requests so they won&#039;t request corpses or captives that would be unreasonable for the player to acquire within a short time frame - QoL&lt;br /&gt;
 - Aircraft pilots are now added to the memorial - QoL&lt;br /&gt;
 - Exalt Reminder: Instead of a reminder of approximately when an exalt cell will occur, you will now simply get a warning each time an exalt cell establishes itself - Removes the guessing game which was just not fun, be careful though, the warning is just a little text message in the lower left and could be easy to miss (it will pause the Geoscape though)&lt;br /&gt;
 - Elerium now requires a hyperwave beacon to research - Allows it to be more obvious in the research list to help newer (and older) players realize what they need to acquire it&lt;br /&gt;
 - Alien Communications no longer requires a hyperwave beacon to research  - Accommodates for Elerium tech change as you only get 1&lt;br /&gt;
 - Destroyers have 125% DR (from 75%) - Increases their resiliency in the air game&lt;br /&gt;
 - Fighters have 600 HP (from 400 HP) - Increases their resiliency in the air game&lt;br /&gt;
 - Advanced Conversion starts with 4 UFO Flight Computers (from 8 UFO Power Sources) - The power sources weren&#039;t as needed due to minimums now and not getting flight computers could lock you out of MECs for too much of the early game&lt;br /&gt;
 - Psi XP required for each psi rank reduced to 200/600/1000/1400/1800/2200 (from 200/600/12000/2000/3000/4200) - accommodates for reduced missions on soldiers being as feasible&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Gamespeed readjusted to a scale of 1 to 10 with the default level being 4 - QoL&lt;br /&gt;
 - Steady Weapon no longer has a cooldown - The negative of the cooldown outweighted the positive, reverted&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Executioner grants 30 aim and +1 damage vs targets at or below half health (from 40 aim and +2) - Toned back, makes it less competitive on sniper and jaeger trees&lt;br /&gt;
 - Snapshot has a 50% chance to trigger (from 40%) - Accommodates for executioner nerf&lt;br /&gt;
 - Ready For Anything no longer grants +2 penetration when the OWer didn&#039;t move - Toned back as it&#039;s quite strong with reaction fire immunity on OW, +20 aim, +2 ammo, and free OW&lt;br /&gt;
 - Close Encounters grants immunity to reaction fire from anyone within 4 tiles but no longer grants additional DR - helps assaults and medic tanks deal with CCS units&lt;br /&gt;
 - Impact only deplets AP on OW shots on non-hardened units - Toned back so it&#039;s not quite as ubiquitous at cancelling enemy actions (especially against melee units)&lt;br /&gt;
 - Psi Inspire no longer prevents fatigue/exhausted - It didn&#039;t really anyway since it didn&#039;t last more than 1 turn, so this is just a technicality &lt;br /&gt;
 - Hit and Run&#039;s trigger condition changed to targets that are damaged, disorientated, or suppressed this turn (from targets that are uncovered) - Prevents abuse and encourages multiple unit attacks&lt;br /&gt;
 - Hit and Run now grants +50% weapon damage (from +35% weapon damage) against targets that are damaged, disorientated, or suppressed this turn (from targets that are uncovered) - Buff due to more difficult trigger condition&lt;br /&gt;
 - Jetboot Module grants +3.3 mobility on activation (from +2) - Was slightly over nerfed, this feels like a reasonable compromise&lt;br /&gt;
 - Collateral Damage deals damage in a 5 tile radius (from 6) - Slight nerf&lt;br /&gt;
 - Overpower range reduced to 30 tiles (from 45) - Makes it a little easier to move out of range&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Psi Frayer will bonus to +15 (from +10) - Slight buff&lt;br /&gt;
 - Psi Retaliator will bonus to 0 (from +15) - Nerfed, will wasn&#039;t that important for countercharge anyway&lt;br /&gt;
 - KSM damage to 16 (from 20) - Was a little too strong early game&lt;br /&gt;
 - Thumper grants 8 damage and 4 pen (from just 5 pen) - Buff to the KSM in the mid-late game&lt;br /&gt;
 - Plasma grenade range to 10 (from 8), weight to 0 (from -0.6), and damage to 10 (from 12) - Slight boost as a long range option with less weight&lt;br /&gt;
 - Respirator Implant defense to +10 (from +5) and cost to 20 credit and 20 meld (from 40 credits and 40 meld) - Buffed&lt;br /&gt;
 - Battle Rifle crit to 10 (from 0) - Slight buff&lt;br /&gt;
 - Carbine aim to 15 (from 10) - Slight buff&lt;br /&gt;
 - Strike Rifle mobility to +0.6 (from 0) - Includes it in the list of mobility boosting weapons, makes it more reasonable to equip on non-damage builds&lt;br /&gt;
 - Core Plating costs 550 alloys (from 380) - Nerfed, makes it more difficult to acquire&lt;br /&gt;
 - Elerium Turbos grants +4 mobility (from +2.6) - Helps accommodate for low mobility on SHIVs, especially the alloy SHIV&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Jaeger aim growth to +30 (from +40) - Slight tone back, as it&#039;s aim was a little too high&lt;br /&gt;
 - Shogun Fortified swapped with sapper - Gives earlier access to sapper for the grenadier build and prevents comboing grit and fortified on the tank builds, nerf to Shogun tank strength, pushes the hybrid builds more&lt;br /&gt;
 - Scout perk tree reworked slightly (swap Shadowstep and Ranger, then swap MSGT with GSGT perks except for precision shot) - Allows earlier access to Ranger and makes covertop choices more balance&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Thinmen awareness and tactical mobility moved from level 1 leaders to level 6 leaders - Makes early thinmen easier to kill&lt;br /&gt;
 - Thinmen Close Combat Specialist and Impact moved from level 1 leaders to level 9 leaders - Makes early thinmen easier to kill&lt;br /&gt;
 - Thinmen level 6 leaders gain 12 HP (from 10) and thinmen level 9 leaders gain 20 HP (from 10) - Makes later thinmen leaders more dangerous&lt;br /&gt;
 - Sectopod damage to 16 (from 20) - Tones back their primary damage some (they still scales with higher damage)&lt;br /&gt;
 - Cluster Bomb base damage to 16 (from 20) and now deals half damage - Significantly decreases damage making it possible to survive some cluster bombs&lt;br /&gt;
 - Ethereal and Uber Ethereal will +20 and +40 - Makes them offensively more potent&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where enemies would proc RfA after moving&lt;br /&gt;
 - Fixed a bug where XCOM countercharge was doing 2 more damage than intended and alien countercharge was doing 2 less damage than intended&lt;br /&gt;
 - Fixed a bug where the weapon on an aircraft sent for a combat patrol was not correctly modifying the effect of that combat patrol&lt;br /&gt;
 - Hopefully fixed a bug where Exalt would sometimes steady their weapons instead of reload (If anyone notices crashes on exalt missions again, this would likely the be cause and I can remove this fix)&lt;br /&gt;
 - Fixed a bug where corpse and captive requests would sometimes offer up to 192x as much as intended&lt;br /&gt;
 - Fixed a bug where dead units would rarely come back alive&lt;br /&gt;
 - Fixed a bug where disabling shot would sometimes not activate maim&lt;br /&gt;
 - Fixed a bug where VIPs were not gaining 50% mobility&lt;br /&gt;
 - Typos&lt;br /&gt;
&lt;br /&gt;
= LW Rebalance v1.33 =&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.18 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Countries now gain +2 panic per month but -3 panic per defection on impossible, -4 on brutal, -5 on classic, -6 on normal - Makes the set point of # of countries lost per month to be less overall and especially less on easier difficulties&lt;br /&gt;
 - Research Focus start bonus now grants +50 elerium - buffed for balance and usefulness&lt;br /&gt;
 - Assembly Line start bonus now grants +50 alloys - buffed for balance and usefulness&lt;br /&gt;
&lt;br /&gt;
Bug Fixes: &lt;br /&gt;
 - Updated code the prevents multiple SHIVs from acting so the restriction occurs immediately and prevents &#039;rush&#039; moving/acting with multiple shivs&lt;br /&gt;
 - Fixed a rare CTD when reloading a weapon quickly after performing a move&lt;br /&gt;
 - Fixed a CTD when doing base assaults and using laser or pulse weapons&lt;br /&gt;
 - Fixed a CTD when killing the uber ethereal&lt;br /&gt;
 - Fixed a CTD when fighting exalt and the AI decides multiple Exalt need to reload &lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.17 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Stingray missle penetration to 50% (from 75%) - Makes them slightly weaker against fighters/destroyers mid-late game&lt;br /&gt;
 - Fatigue on a mission only increases by 0.5 days per month (from 1 day per month) - Reduces mid and especially late game fatigue, reduces the overall required roster size, increases overall xp on soldiers, reduces roster credit requirements&lt;br /&gt;
 - At the beginning of each month, countries no longer randomly gain 1-4 panic based on difficulty but instead gain 2 panic for each month passed and lose 2 panic for each country defected - Acts as an overall standardizer to strategic game progression reducing the effect of RNG -- if you have barely any countries defected then your panic will increase more and if you got unlucky and have lots of countries defected, panic might even decrease&lt;br /&gt;
 - Damaged Power Sources will yield twice as much elerium - Raise the minimum amount of elerium each campaign gets to help prevent bad RNG from having too much of an impact on the campaign&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Steady weapon has a 1 turn cooldown - prevents using every turn on bullseye classes&lt;br /&gt;
 - The VIP now has 50% more movement - Makes escorting him out of extraction missions more reasonable&lt;br /&gt;
 - Number of XCOM allowed on temple mission is now 9-11 (from 7-9) - Makes it a little easier and makes it feel a little more epic&lt;br /&gt;
 - Exalt never come off-guard or unprepared - Was not necessary for their mission, slight difficulty increase on their missions, fixes a drop-in bug&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Psi Inspire now also grants immunity to overpower, radius to 6 (from 2.5), can only be cast around the caster, and lasts until the beginning of the next turn (from 3 turns) - Makes it easier to counter overpower&lt;br /&gt;
 - Bombard increases throw range by 30% (from 20%) - slight buff for balance on the rocketeer tree&lt;br /&gt;
 - Hit and Run no longer grants +1 damage but instead grants +35% weapon damage against uncovered targets or when steadied - Boost to progression of HnR builds so that they don&#039;t feel as early-game centric&lt;br /&gt;
 - Collateral Damage rerequires 2 AP - It&#039;s actually quite strong&lt;br /&gt;
 - Critical System Targeting to 30% damage and 50 crit - focus on the crit aspect&lt;br /&gt;
 - HEAT Warheads no longer clears OW - was minor enough that the extra complication of the perk did not seem waranted, slight nerf for both&lt;br /&gt;
 - Impact now only clears OW on steadied shots - Restricts the use but makes it predictable, makes the Scout and Shogun premier OW clearers due to having snapshot, impact, and bullseye&lt;br /&gt;
 - Snapshot to 40% chance for a 0 AP action (from 50%) - Was too strong&lt;br /&gt;
 - Tenacious Defense to +3 armor HP (from +2) - Buff to Inf/Ass tank&lt;br /&gt;
 - Grit to base DR to 10% (from 20%) - Toned back (it now caps near 60% DR, from 70%)&lt;br /&gt;
 - Psychic Storm will no longer work on mind controlled units - Felt unfair and triggered at the wrong time&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Assault Mayhem replaced with HEAT Warheads - Buff to dealing with units with DR for the later game assault grenadier&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Chyrssalids back to 40 defense and gain +1 HP - The defense was more frustrating and further pushed them into explosives required&lt;br /&gt;
 - Sectopod Penetrator moved to level 9 leaders only - They did enough damage on their own that the extra damage from penetrator was not needed so regularly&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Typos&lt;br /&gt;
 - Fixed a bug where psi inspiring would still change AP pip colors&lt;br /&gt;
 - Fixed a bug where collteral damage could be used without full ammo&lt;br /&gt;
 - Fixed a bug where 0 AP granting abilities would not work with double tap&lt;br /&gt;
 - Fixed a bug where mind merge could show as inactive despite not being on cooldown&lt;br /&gt;
 - Fixed a bug where aliens would overwatch without seeing any targets&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.16 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - UFO shielding now guarantees UFOs will be shot down (instead of destroyed) for the first 3 months of the game (instead of just the first month and 2nd -4th month had a % chance) - Eliminates a portion of early campaign RNG&lt;br /&gt;
 - Wolverine Blood 2nd wave option is now available for modification in the dgc.ini: SW_MORE_POWER - Allows some more customization for players&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Smoke radius is decreased to a 5x5 tile area with the corner tiles missing (from a 7x7 tile area with 3 tiles from each corner missing) - Reduces the capability to mitigate alien OW&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Battle Scanners grant +10 aim to units in vision (from +5) - Makes it a more significant aim boost to make the scanner stronger in its aim-assist role&lt;br /&gt;
&lt;br /&gt;
Perks: &lt;br /&gt;
 - Dense Smoke grants 30% DR (from 25%) - Slight buff to support engineer&lt;br /&gt;
 - Will to Survive is only 40% DR (from 50%) - Was slightly too tanky in cover&lt;br /&gt;
 - Mind Fray and Psi Panic hit chances are calculated using 66% of will (from 75%) - Slight tone back in the strength of sectoids and psionic XCOM&lt;br /&gt;
 - Impact now grants an x% chance to clear enemy OW (from 100%) where x is twice the % of remaining HP the target lost - Makes it far less consistent at removing OW, making enemies not waste their turns when they go into OW&lt;br /&gt;
 - HEAT Warheads now grants an x% chance to clear enemy OW (from 100%) where x is twice the % of remaining HP the target lost - Makes it far less consistent at removing OW, making enemies not waste their turns when they go into OW&lt;br /&gt;
 - Psi Inspire no longer grants immunity to reaction fire - Removes OW avoiding abilities, makes enemies not waste their turns when they go into OW&lt;br /&gt;
 - Psi Inspire now lasts 3 turns (from 1) - Accommodation for reactive fire immunity nerf&lt;br /&gt;
 - Extra Conditioning to +1 HP (from +2) - Slight nerf&lt;br /&gt;
 - Hit and Run grants +1 damage against uncovered targets or steadied shots - more synergy with bullseye and slight buff to HnR builds as they both felt a little weak&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Platform stability now grants +1 damage to mayhem suppression - makes the alloy bipod more useful on bullet wizards&lt;br /&gt;
&lt;br /&gt;
XCOM: &lt;br /&gt;
 - Assault gains Lock N&#039; Load instead of Opportunist at MSGT - Helps with ammo problems and allows unique strategies like RnG to gain full ammo and Dash into CCS range to reload&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Sectopod DR to 5 (from 8) - Makes them a little more reasonable to tackle without acid&lt;br /&gt;
 - Thinmen gain 10 aim/crit per level (from 6) and all leaders gain Close Combat Specialist - Makes mid to late game thinmen less of a walk over&lt;br /&gt;
 - Impact on Thinmen moved from level 6 leaders to level 1 leaders - makes their OW more effective&lt;br /&gt;
 - Seeker base HP to 9 (from 6) - Makes them more durable and more difficult to fight at a distance&lt;br /&gt;
 - Seekers now take triple damage when strangling (from double) - Makes them much easier to destroy if they strangle&lt;br /&gt;
 - Chyrssalid defense to 50 (from 40) and base HP to 5 (from 4) - slight buff&lt;br /&gt;
 - Mechtoid HP to 32 (from 28) and all mecthoids gain impact - Buffed&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where exalt would sometimes steady their weapon&lt;br /&gt;
 - Typos&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.15 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a CTD when countercharge would trigger&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.14 ==&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Heavy Floater HP to 26 (from 20), Mechtoid HP to 28 (from 24), Muton HP to 16 (from 14) - Increase in resiliency&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Shred is now: Damage received is increased by 5 times all of the shred damage taken (from 6x shots and 10x explosives) - Simplification, was too strong previously, made it too mandatory and melted high HP units too quickly&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Javelin rockets no longer reduce scatter by 30% - They felt too mandatory to take on Rocketeers, especially later game, opens up the option for not taking javs&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a long time CTD bug that occured I think because of the UTF formatting of the hex files - Confusing as hell, but I was actually able to remove hundred of lines of old code that are now unnecessary cause I moved some code lines around - tested with 4 different old CTD saves that all work flawlessly now&lt;br /&gt;
 - Fixed a bug where the new alien AI would sometimes reload when they weren&#039;t out of ammo yet&lt;br /&gt;
 - Typos&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.13 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Xenologic Remedies increased to 10x sell cost (from 7x) - Buffed as it was too little cash previously&lt;br /&gt;
 - You start the game with 10 specialists now, but only 2 soldiers from your home country - Makes the early game more interesting as you have some SPECs already&lt;br /&gt;
 - You start the game with 1-4 SHIVs (based on difficulty) - Makes the starting roster more restricted on harder difficulties&lt;br /&gt;
 - Combat Patrols now cost 100 more after each use (from 50 more) but lower by 50 every month (down to the minimum of 100) - Encourages use in the early campaign and use throughout the campiagn of just over approximately 1 patrol every 2 months&lt;br /&gt;
 - UFO Research Missions grant aliens twice as much reserach but at half the chance - Accommodation for MLW&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Steady weapon now grants full(50) aim at 1 AP (from 35) - Buff to bullseye&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Ready For Anything aim bonus to +20 (from +15) - Buffed&lt;br /&gt;
 - Ready For Anything grants +2 penetration to reaction shots when the unit has not moved - Boost to RfA reaction fire&lt;br /&gt;
 - Dense Smoke DR to 25% (from 20%) - Slight boost to support engineer&lt;br /&gt;
 - Penetrator grants +2 pen (from +1 pen with +2 vs covered units) - Buffed and simplification, with the boost to CST this didn&#039;t need to be as weak&lt;br /&gt;
 - Impact now has 100% chance to deplete the AP of a target - Makes OW much more effective against units with multi-action turns&lt;br /&gt;
 - Shock and Awe no longer grants +15% chance for fragmentation - Was strong enough without the extra boost&lt;br /&gt;
 - Fragmentation boosted to 35% chance (from 25%) - Buff for tree/build balance&lt;br /&gt;
 - Rapid Fire grants -50 aim (from -40) - Slight nerf&lt;br /&gt;
 - First Aid grants 2 medikits (from 1) - With the nerf to how injuries work it needed a boost&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Thumper grants 5 pen (from 10) - Was too mandatory and made the thumper too strong for bypassing DR, it&#039;s still really good at 5&lt;br /&gt;
 - LMG ammo to 4 (from 5) and mobility to -2.6 (from -2) - Nerfed as danger zone is really good and the bullet wizard is a little too effective, also makes ammo more relevant on LMG users, slight boost to late game walker servos&lt;br /&gt;
 - Plasma grenade damage to 12 (from 10) but range to 8 (from 10) - Pushes the grenadier builds more into short range high damage, slight nerf&lt;br /&gt;
 - Psi Retaliator Crit Resist to 20 (from 30) - Further toned back&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Alloy SHIV base speed to 7.3 (-1.3) (from 7.3 +1.3) - They were too mobile making them too offensively strong. This puts them more into the cover granting tank role instead of the offensive juggernaught role.&lt;br /&gt;
 - Hover SHIV base speed to 7.3 (+1.3) (from 7.3 +2) - Slight tone back&lt;br /&gt;
 - Rocketeer: Critical System Targeting replaced with Ready For Anything - CST was too weak, especially with not synergizing well with an arc rifle, and RfA plays an interesting additional role on a rocketeer&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Ethereal and Uber Ethereal gain 40 will - Makes them offensively more damaging&lt;br /&gt;
 - Heavy Floater Leaders and all exalt lose will to survive - Less durable in cover (now only mutons and muton elites have will to survive)&lt;br /&gt;
 - Exalt Medics gain Smoke and Mirrors - Helps them stay relevant during battle&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where the camera would sometimes pan around on the alien turn&lt;br /&gt;
 - Fixed a bug where Show &#039;Em The Ropes was not correctly applying to SGTs&lt;br /&gt;
 - FIxed a bug where reinforcements could be offguard or unprepared&lt;br /&gt;
 - Fixed a bug where units on OW could countercharge and it would mess up there overwatch&lt;br /&gt;
 - Fixed a bug where sectoid commanders pods could generate support aliens as sectoid commander as well (I hope - if this isn&#039;t true please send me a save)&lt;br /&gt;
 - Fixed a bug where tile scanning could occur right after aliens were revealed&lt;br /&gt;
 - Fixed a bug where aliens would OW when no XCOM were in sight (I think?)&lt;br /&gt;
 - Fixed a bug where Exalt would rarely steady their weapons when out of ammo&lt;br /&gt;
 - Fixed a bug where off guard was not working many times when it should&lt;br /&gt;
 - Fixed a bug where off guard was not triggering correctly when multiple pods were activated&lt;br /&gt;
 - Typos&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.12 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - UFO Analyses no longer require weapon fragments - Didn&#039;t really make sense and was not needed&lt;br /&gt;
 - Elerium and Alloys now sell for a base price of 2 (from 3) but council requests for them are increased by 100% - Makes selling them off less of a reliable source of income&lt;br /&gt;
 - Injuries are now 3 days + %hp lost of 30 days (from 1 day + %hp lost of 30 days) - Makes them more significant when smaller&lt;br /&gt;
 - Cash and Meld cost of all gene mods reduced by 50% - Massive increase to the viability of gene mods in campaigns&lt;br /&gt;
 - Deus Ex starting bonus to 90% reduction (from 75%) - Accommodation for cheaper prices&lt;br /&gt;
 - Condensed Plasma grants +1 damage to explosives (from +2) - It was too strong for late game explosives&lt;br /&gt;
 - Abduction and Terror mission frequency is dereased by 10% each month (from 5% per month) - Late game is supposed to have less missions and simply due to higher generation it wasn&#039;t being reduced enough&lt;br /&gt;
 - Phoenix Cannon aim to 35 (from 30) - Boosted for balance&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - HP above and below average alters throw range by 2% (from 4%) - Tone back on throw range and the importance of HP&lt;br /&gt;
 - Covert Operative Extraction missions now have reinforcements spawn automatically MUCH later during the mission (note: triggering a relay still automatically starts a given spawn) - Gives players ample time before triggering each relay&lt;br /&gt;
 - Covert Operative Extraction mission reinforcements spawn 50% slower but continue to ramp up - Makes it much harder to get overwhelmed&lt;br /&gt;
 - Covert Operative Extraction mission reinforcements continue to spawn up to 30 turns (from 16) - Makes it difficult to ever clear the missions as the reinforcements will get very strong past 20 turns&lt;br /&gt;
 - Covert Operative Data Recovery missions start with more exalt - Makes the missions slightly more challenging&lt;br /&gt;
 - The frequency of additional mechtoids and cyberdiscs in mechtoid and cyberdiscs pods has been decreased by around 50% - Makes it much less likely to run into full pods of discs or mechtoids&lt;br /&gt;
 - Sectopods, Ethereals, and Sectoid Commanders will never spawn as more than 1 in a pod (except for scripted missions) - They are dangerous enough and this makes them feel more like leaders. Doubled or tripled up these enemies often amount to a difficulty spike the is more frustrating than engaging.&lt;br /&gt;
 - Scouts have 2-3 less aliens - Makes them a lot easier, more so than mediums&lt;br /&gt;
 - Improved the robustness of when aliens have units on overwatch or not - Should make it much less common to see aliens taking OW shots at units that were out of sight originally&lt;br /&gt;
 - Certain aliens on alien base assaults will always gain additional leader levels: Sectoid Commander and Chryssalids (+2), Muton Elites and Heavy Floaters (+5), Ethereals and Sectopods (+8) - replaces the old system that was not working where the extra aliens were supposed to gain extra levels but didn&#039;t, now all aliens of that type will gain extra levels&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Shredder is now: 6x shots/stangle, 10x explosives (from 4x for shots/strangle, 8x for mayhem suppression, and 12x explosives) - Buff to shredding shots, slight simplification of the perk&lt;br /&gt;
 - Grenadier no longer grants +10% throw range - Tone back on strength and versatility of grenade-focused classes&lt;br /&gt;
 - Collateral Damage no longer requires 2 AP to use - Buff to the ability to use it in a good position&lt;br /&gt;
 - Disabling Shot now also maims any biologic target but has a 3 turn cooldown (from 1 turn) - Buffed in usefulness, can act as a 2 turn disable, but can&#039;t be spammed to avoid abuse&lt;br /&gt;
 - Light &#039;Em Up grants +20 crit (from +30) - Was a little too polarizing towards critting with infantry (as it was just supposed to be a boost)&lt;br /&gt;
 - Ready For Anything grants +15 aim on reaction shots if the unit did not move - Buff to the stationary fire role&lt;br /&gt;
 - Critical System Targeting grants 40 crit and 40% extra damage - Toned back as it was too strong&lt;br /&gt;
 - Mayhem grants +35% damage to grenades (from +50%) - Nerfed&lt;br /&gt;
 - Double Tap no longer grants +10 aim - It was a little too strong with the ability to move and fire and when it was moving it firing it didn&#039;t get the 10 aim anyway so this focuses its role a little more&lt;br /&gt;
 - Shock and Awe no longer maims biologic targets below 50% HP - It was a little odd, it could be too strong in certain aspects, and it was buggy.&lt;br /&gt;
 - Shock and Awe increases the trigger rate of fragmentation by 15% - Makes it competitive on it&#039;s place on the tree&lt;br /&gt;
 - Run and Gun cooldown to 3 turns (from 2) - Slight nerf for tree balance, especially considering grenadier assault got nerfed too&lt;br /&gt;
 - Close Encounters no longer grants +1 ammo - Balance on the medic tree, was making CE too strong of a pick&lt;br /&gt;
 - Close Combat Specialist has -30 aim (from -40 aim) - Slight buff, accommodates for less ammo from CE, better balance on marauder&lt;br /&gt;
 - Overpower now has a base 15% effect (from base 30% effect) and no longer requires line of sight and instead effects everyone within 45 tiles - Prevents feeling like you need to abuse LoS mechanics, overall nerf, but harder to avoid&lt;br /&gt;
 - Relentless (Miller&#039;s personal perk) reduced to a 25% chance (from 50%) - Was too strong&lt;br /&gt;
 - Psychic Storm can now be interuppted with any damage - Makes it much easier to avoid it&lt;br /&gt;
 - Jetboot Module grants +2 mobility (from +4) - Makes it more about reaching heights than reaching further, nerf for balance on the trees&lt;br /&gt;
 - Lock N&#039; Load again grants +1 ammo - Buff to LnL Jaeger&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Electric weapons can no longer crit (arc rifle and arc pistol) - Tone back on their strength, especially in synergy with CST&lt;br /&gt;
 - Plasma Battle Rifle bonus grants +5 damage against targets at full HP (from +3 damage) - Buffed as it was too insignificant before&lt;br /&gt;
 - Combat Stims lasts 3 turns (from 4) - Their ability to negate overpower and fatigue are quite strong making them a little too useful&lt;br /&gt;
 - Psi Retaliator no longer grants triple the activation rate of Countercharge - Was too strong, the will, crit resist and activation not at full HP were strong enough, especially after the countercharge buffs&lt;br /&gt;
 - Plasma Grenades no longer gain 3 penetration - Not necessary as they are enough of an upgrade already&lt;br /&gt;
 - Grenade Launcher damage to 8 (from 10) - Nerfed as it&#039;s quite strong on MECs&lt;br /&gt;
 - Marksman Scope no longer grants any aim/crit (from 5 aim / 5 crit) - Slight nerf&lt;br /&gt;
 - Rocket Launcher mobility to -0.6 (from -1.3) - Gives the rocketeer a little more mobility back&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Engineer: Bullseye and Critical System Targeting swapped - Balance for the tree, holo was too good vs bullseye and CST with its buff is more reasonably competitive, especially with mechanic and master mechanic already encouraging shooting at mechanical targets&lt;br /&gt;
 - Engineer: Base mobility to 0 (from 0.6) and aim to +10 (from +5) - shift to more aim from mobility&lt;br /&gt;
 - Engineer: Danger Zone, Tandem Warheads, and HEAT Warheads swapped - Slows down early game strength of grenadier engineer, opens up the possibility of hybrid grenadier engineer&lt;br /&gt;
 - Rocketeer: Shock and Awe, Ranger, and Fragmentation rotated - Provides more reasonable options at GSGT, makes Ranger more viable&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Outsiders start with 14 HP (from 8) - Makes them much tankier as they were quite weak before 20 turns&lt;br /&gt;
 - Improved the AI of aliens so that if they end their turn with extra actions they will perform basic tasks (reload, overwatch, etc.)&lt;br /&gt;
 - Tried to change the AI so that mind controlling psionic units will not always flee - Not 100% sure if it works&lt;br /&gt;
 - Heavy Floater DR to 2 (from 1) and gains 0.8 each upgrade (from 0.5) - Buff to their resiliency in the air, requires more penetration to deal with&lt;br /&gt;
 - Outsider leaders no longer get shadowstep and snap shot - Buff to OW against them&lt;br /&gt;
 - Muton Elite: Grit moved from all muton elites back to only leaders - Reduced resiliency for the non-leaders&lt;br /&gt;
 - Exalt Heavy and Exalt Elite Heavy aim reduced by 10 - Makes them less offensively effective&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where maim was doing full damage against mechanical targets&lt;br /&gt;
 - Fixed a bug where units that were critically wounded wound receive significantly less wound time than intended&lt;br /&gt;
 - Fixed a bug where some exalt operatives did not have Lock N&#039; Load&lt;br /&gt;
 - Fixed a bug where panic changes from terror missions were not being modified by campaign length&lt;br /&gt;
 - Fixed some bugs with incorrect triggering of off-guard and unprepared&lt;br /&gt;
 - Fixed a bug where overpower would not update correctly after a unit with overpower died&lt;br /&gt;
 - Fixed a bug where xp bounties from killing leaders would sometimes grant double&lt;br /&gt;
 - Fixed a bug where aliens were losing too many resources from destroyed UFOs&lt;br /&gt;
 - Fixed a bug where autopistols were doing 1 more damage than intended on critical hits&lt;br /&gt;
 - Fixed a bug where the uber ethereal did not have insentient crush&lt;br /&gt;
 - Fixed a bug where the aim malus of overpower was not a % of base aim but was being applied directly&lt;br /&gt;
 - Fixed a bug where some suppression reaction shots would not bypass cover DR&lt;br /&gt;
 - Fixed a bug where you got resources from UFOs when retreating or losing the mission&lt;br /&gt;
 - Fixed a bug where sectopods would seemingly shoot off into the distance at no one&lt;br /&gt;
 - Fixed a bug where the hypwerwave relay species list would overflow&lt;br /&gt;
 - Fixed a bug where OTS autopromotion was assigning full xp to the rank when it should be rank - 1 xp&lt;br /&gt;
 - Typos&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.11 ==&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
 - Gene Lab power to 2 (from 4) - Consistency and makes it slightly easier to bring genes online &lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - There is an extra pod of 2 low level exalt on all exalt missions - Makes the initial situation require more firepower before chaining relays&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Collateral Damage radius to 6 (from 2.5), weapon damage to 50% (from 100%), and only destroys 25% of most cover - Acts as consistent large area damage with unreliable cover destruction, it also works really well with boosts like impact, AJRs, Penetrator Ammo, or the plasma stellerator&lt;br /&gt;
 - Opportunist replaced with Impact on the Marauder - Nerf to OW Marauder as opportunist pushed the RR Marauder to hard vs the other marauders and did not fit with the &#039;close range&#039; theme of the marauder&lt;br /&gt;
 - Bring &#039;Em On grants an additional +1 damage to all reaction shots - Buff to the perk on OW due to having less enemies on OW than when firing (just due to battle flow)&lt;br /&gt;
 - Impact grants a 50% chance to deplete the target&#039;s AP (from 30%) - Buffed&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Exalt Elite Operatives have the following perks moved to leaders only: Shock-Absorbant Armor, Will to Survive, and Tenacious Defense - Made them too difficult to deal with in larger numbers&lt;br /&gt;
 - Exalt Elite Operative Leaders and Exalt Operatives Leaders lose shadowstep - Made them too resilient against overwatch builds&lt;br /&gt;
 - Exalt Elite Heavies and Exalt Heavies gain Critical System Targeting and lose Penetrator - Focuses them more on anti-mechanical duty&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where IS was dropping by 20 after the aliens took a base (instead of 12) - Thanks Foyboy for the detailed report&lt;br /&gt;
 - Fixed a bug where alien research would erroneously fluctate by 10% at the end of each month&lt;br /&gt;
 - Fixed a bug where mimic beacons worked with Smoke and Mirrors&lt;br /&gt;
 - Typos&lt;br /&gt;
 - Misc fixes&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.10 ==&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
 - Geoscape now pauses on fatigue and injury recovery separately&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - The initial chance for a pod to be off-guard on the 1st/2nd turn is reduced to 0/0% (from 80/40%) - It was a little too frequent and not necessary with the new engaged enemies offguard/unprepared mechanic. After careful though, I believe the additional &#039;rush/push&#039; that it encourages did not offset the negative of trivializing some pods off the bat.&lt;br /&gt;
 - Unprepared now has a 10% chance to occur per each alien more than 5 that is engaged (from 10% of per any engaged alien) - Makes it much less likely to occur with smaller groups&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Illuminator Gunsight no longer grants +1 damage (the +15 aim was enough) - Slight nerf to increase competition for the slot later game and make the gunlink still viable&lt;br /&gt;
 - Neural Gunlink crit to +15 (from +20) - Slight nerf&lt;br /&gt;
 - Alloy Carbide Plating to -0.6 mobility (from 0 mobility) - Makes it harder for LMECs to supplment their weakness as easily&lt;br /&gt;
 - Flak ammo aim to 0 (from -5), Breaching Ammo aim to 0 (from -10), Shredder ammo and AP ammo weight to 0 (from -0.6) - Boost to special ammos&lt;br /&gt;
 - Alloy cost of various gauss weapons decreased slightly - makes it more reasonable to delve into gauss tech&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Tactical Mobility no longer grants extra defense against reaction shots - Makes OW a little more effective against units with tactical mobility, slight overall buff to OW&lt;br /&gt;
 - Collateral damage to 2.5 tile radius (from 3 tile) - slight further nerf, in accordance with sapper nerf. Also, 5 tile 100% hit 100% weapon damage is still very strong.&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Compact Plasma Weapons no longer requires alien weapons to produce&lt;br /&gt;
 - Fixed a bug where aliens were being unprepared more often than intended&lt;br /&gt;
 - Fixed a bug where soldiers were not autopromoting from the XTP&lt;br /&gt;
 - Typos&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.09 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Injury and Fatigue are now separate: when a soldier recovers from injury his fatigue timer starts - Nice QoL, feels more fair&lt;br /&gt;
 - Soldiers with over 30 days of fatigue have all extra fatigue converted into injury time (instead of just receiving an injury for being deployed with &amp;gt;30 days of fatigue) - Makes more sense&lt;br /&gt;
 - Meld healing reduces the fatigue or injury time (not both) by 30% (from 20%) and only costs 30 meld (from 40) - Accommodation for separate times, slight buff overall&lt;br /&gt;
 - UFO analyses now require significant amounts of weapon fragments to complete - Gives an outlet to fragments and also makes them more of an optional research&lt;br /&gt;
 - All autopsies require 1 corpse (from 8) - while indeed this is slightly unfair for campaign lengths, it is NOT a fun mechanic to require RNG to have such a drastic restriction on campaigns.  Plus, at such a low value the difference in campaigns will be more negligible. Yes, this means you can technically bag your sectoid commander interrogation early on the ABA, but that doesn&#039;t even seem like that&#039;s bad or abusive gameplay.&lt;br /&gt;
 - The cost to repair damaged items is 10% (from 50%) - Makes it much easier to recover from getting items damaged&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Combat Drugs heals units for 45% of damage taken (from 35%) - Significant buff to its unique strength&lt;br /&gt;
 - Dense Smoke reduces normal and psionic hit chance by 60% (from 50%) and grants all units in the smoke 20% DR - Significant buff to its unique strength&lt;br /&gt;
 - Run and Gun no longer grants immunity to reactive fire but cooldown to 2 turns (from 3) - Nerf to the strength of the RnG assault&lt;br /&gt;
 - Sapper no longer grants +1 damage and +1 penetration - It&#039;s cover clearing aspect was competitive enough&lt;br /&gt;
 - Jetboot Module cooldown to 2 turns (from 4) - Makes it a lot more available&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Cyberdiscs no longer have Impact and mobility reduced to 9.3 (from 10.6) - Reduces their offensive potential as it was too strong in groups, makes tanking the shots more viable&lt;br /&gt;
 - Mechtoids no longer have Ready For Anything or Impact - Reduces their shots per turn and damage as it was too strong in groups, makes tanking the shots more viable&lt;br /&gt;
 - Sectoid Commanders no longer have Shadowstep and Overpower is restricted to Sectoid Commander Leaders - Makes overwatch more effective against them, makes them not so oppressive&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where RTS would still activate when the unit was in OfA (it should not)&lt;br /&gt;
 - Fixed a bug where unprepared was triggering too often&lt;br /&gt;
 - Fixed a bug where units would miraculously revive after missions&lt;br /&gt;
 - Typos&lt;br /&gt;
 - Fixed a bug where some unique perks were not being granted correctly&lt;br /&gt;
 - Fixed a bug where destroying airborne UFOs did not properly increase alloy rewards for alien metallurgy and the research technology of the specific UFO&lt;br /&gt;
 - Fixed a bug where beam strengthening wasn&#039;t working unless you had specific items equipped&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.08 ==&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - All injury times cut in half - Decreases how punishing injuries feel and how controlling fatigue felt&lt;br /&gt;
 - Armor HP injuries: Anytime you take any damage you take a chance of injury equal to double the percent of current HP lost - Increases frequency of injuries, makes taking any damage more consequential&lt;br /&gt;
 - Enrage has a 5% chance per ally dead per enemy in sight (from 3%) - Makes it 66% more likely to trigger, helps in dire circumstances&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - First aid and Savior no longer reduces base HP Injuries but instead reduces the chance of an armor HP injury by granting 50% chance (stacking) to prevent armor HP injuries - Works on new armor HP injures&lt;br /&gt;
 - Will to survive reduces the chance of an armor HP injury by 50% - helps tanks deal with damage&lt;br /&gt;
 - Grit reduces the chance of an armor HP injury by 50% - helps tanks deal with damage&lt;br /&gt;
 - Fortified reduces the chance of an armor HP injury by 50% - helps tanks deal with damage&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Rewrote some portions of code that were leading to the AI &#039;fluttering&#039; - I think this should solve a LOT of crashes and weird AI behavior, or it might do nothing =P&lt;br /&gt;
 - Fixed a bug where selecting the covert-op for a mission would cause a CTD&lt;br /&gt;
 - Fixed a bug where reinforcements would popup an &#039;off-guard&#039; message even though they weren&#039;t off-guard&lt;br /&gt;
 - Fixed a bug where multi-action perks would not work with rapid fire&lt;br /&gt;
 - Fixed a bug where the number of activated aliens was incorrect leading to AI oddities&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.07 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where the AI was causing multiple CTDs&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.06 ==&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
 - Extra aliens on the alien base assault are no longer cumulative, but distinctive with additional leader levels for the 1st try, 2nd try, 3rd try, and 4th plus try, all pods now have a leader, and alien base assaults will behave like terror and temple ships where +1 leader levels (up to lvl 9) have a 50% chance of occuring - Stops a bug that was overflowing XCOM resources due to too many enemies on the alien base assault&lt;br /&gt;
 - Alien Metallurgy, ALien Nucleonics, and Improved Salvage grant 15% more resources (from 20%) - Goal is to make them optional, there were pretty much still mandatory at 20%&lt;br /&gt;
 - Gentle Aliens is -10 aim, -10 will, and -1 damage (instead of that as well as -1 DR and -25HP) - Makes it more of an &#039;inbetween&#039; difficulty&lt;br /&gt;
 - IS now has a lower cap of 80 (from 70) - It made recovery a little too easy&lt;br /&gt;
&lt;br /&gt;
Tactical: &lt;br /&gt;
 - Increased the liklihood additional mecthoids and cyberdiscs will appear in pods - They were too rare before, this should help with corpse requirements &lt;br /&gt;
 - Medics and Engineers can also be Covert Operatives - Opens up selection&lt;br /&gt;
 - The entire squad now receives +10 bonus xp for a leader kill and +40 bonus xp for a level 9 leader kill - Makes killing them feel more rewarding&lt;br /&gt;
 - All covert op missions contain 2 more normal exalt - Makes them slightly more dense before reinforcements arrive&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Ready For Anything now grants +2 ammo (from +1) - Makes it more distinct&lt;br /&gt;
 - Countercharge base damage to 3 (from 2) - Boost to early game strength (on sectoids too)&lt;br /&gt;
 - Psychic Storm requires 2 AP - so suppression prevents it, felt unfair when suppressed targets used Psychic Storm&lt;br /&gt;
 - Inspired Tenacity grants 20% DR in cover (from 15%) - Slight boost (also it was previously bugged and providing 25% DR)&lt;br /&gt;
 - Grit further changed to grant 2 HP (from 3) and 0 DR (from 1) but 20 + half of the HP lost in % DR (from 10 + half) - Boost to the ability of units with grit to take big shots&lt;br /&gt;
 - Mechanic grants +2 pen to shots against mechanical units (from +1) - Boost to strength of early game shooter engineer&lt;br /&gt;
 - Collateral Damage radius to 3 (from 4) - Slight tone back&lt;br /&gt;
 - Vital Point Targeting to 30% dmg (from 20%) - It was just too weak at 20% to be competitive (despite the 50% at point blank bonus)&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - The extrasensory vest grants tracker as well - Acts as an upgrade to the proximity sensor&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Medic: Lock N&#039; Load replaced with Bring &#039;Em On and then swapped with Sharpshooter - Grants more damage to the OW build, also LnL wasn&#039;t as necessary with +2 ammo on RfA&lt;br /&gt;
 - Goliath: Rework of tree - see perk tree image&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Level 9 Sectopod Leaders gain Grit - Increase to their resiliency&lt;br /&gt;
 - Level 9 Muton Elite Leaders, Heavy Floaters Leaders, and Thinmen Leaders gain Advanced Perception - Increase to their resiliency&lt;br /&gt;
 - Exalt Operatives and Exalt Elite Operatives gain Lock N&#039; Load - Make them more resilient against relays&lt;br /&gt;
 - Sectoid Commanders gain Close Combat Specialist - One of the problems with sectoid commanders is that their AI would derp pretty hard when surrounded, this makes it much harder to capitalize on this&lt;br /&gt;
 - Sectoid Commanders gain Overpower - Boost to strength of sectoid commanders&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a LW 1.0 bug where the # of engaged aliens was incorrectly set during the loading of saved games&lt;br /&gt;
 - Fixed a bug where Psychic Storm would hit civilians&lt;br /&gt;
 - Fixed a bug where you needed multiple hyperwave relays for research when you should only ever need 1&lt;br /&gt;
 - Fixed some AI so that psionic users will be a little smarter with their AI use (a LITTLE smarter, don&#039;t expect them never to derp)&lt;br /&gt;
 - Fixed the aformentioned inspired tenacity bug&lt;br /&gt;
 - Fixed a bug where RTS shots were not firing because the aim threshold was not considering the +50 aim from RTS &lt;br /&gt;
 - Fixed a bug where you could trigger off-guard when there were no engaged alien units after turn 3&lt;br /&gt;
 - Fixed a bug where bonus elerium from UFOs that were researched was being reduced to 1&lt;br /&gt;
 - Fixed a bug where if you were over the max number of soldiers in the barracks, the free monthly soldiers would cause a CTD&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.05 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Damaged UFO Power Cylinders now provide: 1-2 intact UFO Power Sources and 10% of elerium of a normal UFO Power Cylinders - Helps give minimal amounts if RNG is bad&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Reduced the chance for pods to go off-guard to 10% per engaged alien (from 20% per engaged alien) - It was a little too common&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a typo on Light &#039;Em Up&lt;br /&gt;
 - Fixed a bug where the AI would derp TOO often when unprepared&lt;br /&gt;
 - Fixed a LW 1.0 bug where stunned enemies were not removed from the &#039;engaged&#039; list for aliens&lt;br /&gt;
 - Fixed a bug where UFO Power Sources were not being modified correctly on different campaign lengths&lt;br /&gt;
 - Typos&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.04 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Progeny DLC missions II and III should start approximately 3.5 months earlier - Makes their recruited soldiers a lot more reasonable&lt;br /&gt;
 - Losing a satellite has twice the effect on panic - Makes it more reasonable to defend them&lt;br /&gt;
 - Satellites now cost 550 credits (from 300) - Makes it more reasonable to protect them instead of just letting them fall and replacing them, slows down expansion&lt;br /&gt;
 - Alien resources now only increases alien numbers by 1/2 if it&#039;s at or above 50/80% (from 1/2/3 above 40/60/80) - Decreases alien numbers slightly, accommodates for IS buff in alien numbers&lt;br /&gt;
 - Jai Jawan starts with 12 additional power sources (from 8) - Buff due to more frequent acquisition&lt;br /&gt;
 - Advanced conversion starts the player with 8 UFO Power sources - Buff to help players make early MECs&lt;br /&gt;
&lt;br /&gt;
Incursion Strength:&lt;br /&gt;
 - Incursion Strength now ONLY affects alien counts (as opposed to the plethora of things it used to) and is capped between 70 and 110%&lt;br /&gt;
 - Incursion Strength is only decreased by: 4% for a significant death (modified by campaign length) and 12% for a country lost&lt;br /&gt;
 - Incursion Strength is only increased by: 1% for successful mission (modified by campaign length) and it gets set to max after a successful base assault&lt;br /&gt;
 - Reasoning: Incursion Strength is now mostly ideal to have as low as possible. It acts as a bandaid when you&#039;re doing bad and makes things slightly more challenging when you&#039;re doing well. Overall it has gone from a massive factor of every campaign to a smaller alien stat: similar to alien resources and aggression. It failed to meet its original goals but its current goal of just helping players who just did poorly it should be effective for.&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Extra pods that activate when you are already engaged with other pods will have a 20% chance per unit currently engaged to activate off-guard - One of the highest difficulty spikes in LWR is when you activate too many pods at once. This makes it so a consecutive pod that activates will take a little longer to engage you and soften the difficulty spike of multiple activations.&lt;br /&gt;
 - New Mechanic &#039;Unprepared&#039;: Extra pods that activate when you are already engaged with other pods will have a 10% chance per unit currently engaged to be unprepared and out of ammo - One of the highest difficulty spikes in LWR is when you activate too many pods at once. This makes it so a consecutive pod that activates will take a little longer to engage you and soften the difficulty spike of multiple activations.&lt;br /&gt;
 - The chance to gain bonus attributes after each mission is decreased by half - reduction in the number of super soldiers by end game and the viability of newer recruits&lt;br /&gt;
 - New specialized bonus perks will be granted to soldiers that survive battles in which multiple soldiers of rank have perished - Makes losing soldiers a little less bitter and a little more bitter sweet&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Psychic Storm now triggers at the end of XCOMs turn (from the beginning of XCOM&#039;s turn) - Allows XCOM a chance to kill the psychic causing the storm and prevents cancellation of steadied weapons on the turn before&lt;br /&gt;
 - Psychic Storm will on longer hit VIPs - QoL&lt;br /&gt;
 - Psychic Storm range is now limited to 30 tiles - prevents aliens triggered far away from hurting you and allows you to retreat to avoid the damage&lt;br /&gt;
 - Light&#039; Em Up no longer grants +1 damage to non-reaction shots but instead grants +30 crit to all shots - Buff to reaction fire on the infantry and standard fire crit effectiveness in general (Goliath, Rocketeer, Infantry)&lt;br /&gt;
 - Will to Survive grants +0.6 mobility - buff to biotanks&lt;br /&gt;
 - Iron Skin now grants 2 DR (from 1) - Buffed&lt;br /&gt;
 - Advanced Perception grants a 20% chance for a graze (from 10%) - Buffed&lt;br /&gt;
 - Countercharge now deals 2 + Psi Rank damage (from 2 + Psi Rank/2) - Significantly more damage, especially as psi users get higher ranked (Note: for enemies, sectoids count as psi rank 0, sectoid leaders as psi rank 2, and sectoid commanders as psi rank 4). Max XCOM damage would be (2 + 6[volunteer]) * 1.5[psi mastery] = 12 damage&lt;br /&gt;
 - Danger Zone effects enemies in a 2.5 tile radius around the primary target (from 1 tiles adjacent/diagonally) - Buff to bullet wizards&lt;br /&gt;
 - Distortion grants +70 crit resistance (from +50) - Gives ethreals (who are always exposed) 20 crit resistance to further help make crit based builds not the primary method of removing them&lt;br /&gt;
 - Collateral Damage area of effect further increased to 4 tiles radius (from 3) - Makes it much easier to hit air targets with, overall significant boost&lt;br /&gt;
 - Snapshot grants a 50% chance for strike rifle to have a free action (from 55) - slight nerf&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Impact and Snapshot swapped on Infantry - Give earlier access to penetration&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Sectoid base HP to 4 (from 5) and will to 55 (from 65) but they gain 14 will every 2 alien levels (from 10 will) - Makes them and early game a little easier and also fits their frail nature&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Plasma Stellerator no longer grants +50% base damage vs units with distortion - It made it too necessary of an item (both strategically to acquire and produce and tactically to equip) and also sectoids and ethereals a little too easy to drop. Opens up options for other items.&lt;br /&gt;
 - SAW aim malus to 0 (from -5) - Further buff to the shooter gunner&lt;br /&gt;
 - LMG damage to 200% (from 175%) - Makes it more distinct from the SAW and a reasonable alternative for higher aim gunners to accommodate it&#039;s aim malus, slight buff to bullet wizard&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where planes did not repair correctly on Mini Long War&lt;br /&gt;
 - Typos&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.03 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where psychic storm would occur as a free action to aliens&lt;br /&gt;
 - Fixed a bug where XCOM wouldn&#039;t properly resist psychic storm&lt;br /&gt;
 - FIxed a bug where psychic storm would sometimes still kill bleeding out units&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.02 ==&lt;br /&gt;
&lt;br /&gt;
QoL:&lt;br /&gt;
 - Added Salt and Salty to potential mission names - Improves realism&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Minimum will of all soldiers is now 20 (it was too punishing to have will less than this) - This effect just boosts the minimum, so it will not affect the # of high will soldiers, the actual calculation is just providing +15 will to anyone with less than 20 will, you can fix ongoing games buy using the console and typing [`giveperk stat will 15] on any soldier with less than 20 will&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Psychic Storm will no longer target bleeding out units and each soldier has a will/storm_level chance to resist the effect - makes it not feel so unfair and makes the alien trophy useful against it&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Typos&lt;br /&gt;
 - Fixed a bug where psychic storm was not triggering reaction shots&lt;br /&gt;
 - Fixed a bug where aliens that launched were going on OW too often on lower difficulties&lt;br /&gt;
 - Fixed a bug where Psychic Storm would sometime increase in level (and thus damage) if a psychic was buffed in will AFTER using psychic storm&lt;br /&gt;
 - Fixed a bug where first aid would let severely fatigued soldiers not get injured&lt;br /&gt;
 - Fixed a bug where bonus stats listed characters with their first name twice&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.01 ==&lt;br /&gt;
&lt;br /&gt;
QoL:&lt;br /&gt;
 - Hover SHIV volume reduced again from 20% volume to 10% volume - QoL, relative volume buff to other sounds&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
 - Militarization only grants double bilets from the Captain and Colonel OTS upgrades - Was still too strong with so many officers due to how restricted officers are now, relative buff to cadre&lt;br /&gt;
 - Arc Pistol is unlocked with Alien Computers (instead of Beam Lasers) - Was supposed to be this way but I forgot, relative buff to alien computers&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Bringing a soldier with over 30 days of fatigue (modified by campaign length) will automatically result in an injury - Prevents accumulating ridiculous levels of fatigue, relative buff to fatigueless campaigns&lt;br /&gt;
 - Blaster Launcher range to 14 (from 16) - Slight nerf, relative buff to AP grenades&lt;br /&gt;
 - Collateral Damage radius increased to 3 (from 2) - Significant buff to area of the effect, relative buff to perks that synergize with collateral damage&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where units would get OW against units that they should not have OW against (I think?), relative buff to OW&lt;br /&gt;
 - Name of the campaign length options set to the proper names, relative buff to naming schemes&lt;br /&gt;
 - Typos, relative buff to grammar nazis&lt;br /&gt;
 - Fixed a bug where the game would sometimes crash after firing a shot, relative buff to ironman campaigns&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.33.00 ==&lt;br /&gt;
&lt;br /&gt;
New Feature of Aliens: Incursion Strength&lt;br /&gt;
&lt;br /&gt;
 How to modify:&lt;br /&gt;
 - Starts at 100%&lt;br /&gt;
 - Increases by 1% after XCOM successfully completes any non-UFO mission&lt;br /&gt;
 - Decreases by 1% for any soldier that dies with a rank greater than either the number of months passed or 5 (SGT)&lt;br /&gt;
 - Decreases by 5% for an exalt/abduction loss&lt;br /&gt;
 - Decreases by 15% for a council/DLC loss&lt;br /&gt;
 - Decreases by 20% for terror site/defense mission loss&lt;br /&gt;
&lt;br /&gt;
 Effects (each of the following are modified directly by the Incursion Strength %):&lt;br /&gt;
 - Modifies the # of aliens on all non-scripted missions&lt;br /&gt;
 - Modifies the xp gain of all XCOM soldiers&lt;br /&gt;
 - Modifies the rate of xcom research and xcom engineer production&lt;br /&gt;
 - Modifies the amount of Alloy, Elerium, Weapon Fragments, and most alien artifacts recovered after each mission&lt;br /&gt;
 - Modifies quick mission bonuses, council missions rewards, terror missions credits, council requests offers&lt;br /&gt;
&lt;br /&gt;
 Extra info:&lt;br /&gt;
 - A loss applies to any mission where the skyranger landed and the mission was not a success&lt;br /&gt;
 - UFO mission and Alien Base Assault losses do not decrease Incursion Strength&lt;br /&gt;
 - Incursion Strength is capped between a minimum of 50% and a maximum of 200% and the minimum increases by 5% per month&lt;br /&gt;
 - Incursion Strength at or above 120 will be denoted with an additional + sign on landed UFO, terror, and abduction missions&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - New Campaign Length SW options: Mini War: 1/4 the campaign length of Regular Long War - So the 4 campaign lengths are now: MLW(Mini Long War: 1/4), NSLW(Not So Long War: 1/2), RLW(Regular Long War: 1), VLW(Long Long War: 2) - I realized that almost NO ONE played VLW let along VVLW and so many people played NSLW that having an even shorter campaign length would probably be ideal for many players. It took a lot of rework of programming functions to make MLW work.&lt;br /&gt;
 - The estimated alien #s on UFOs will now be more accurate - QoL&lt;br /&gt;
 - Mutliple foundry projects will now appear in the foundry list and in an unlock list after research is complete even if you dont&#039; have the prerequisite items - QoL: makes it a lot easier to figure out what you need for projects without going to the wiki&lt;br /&gt;
 - Aliens gain 3 research per failed abductions (from 5) (still modified by campaign length) - Makes skipping/losing an abduction less punishing&lt;br /&gt;
 - XTP I/II/III to 5/10/20 xp per day (from 3/5/10) - Significant boost to the lower ranked soldiers in a campaign&lt;br /&gt;
 - Fusion Weapons requires Standard Plasma Weapons (from Heavy Plasma Weapons) - Makes it a little more reasonble to acquire during a campaign&lt;br /&gt;
 - Meld injections (soldier recovery) significantly nerfed: They remove 20% of the fatigue/injury (from 80%) and cost 40 meld (from 40 meld + 0.5 meld per day fatigued/injured) - Discourages use except for severely fatigued/injured soldiers&lt;br /&gt;
 - Retraining causes 10 +3 days per rank (from 10 +5 days perk rank) - Makes it slightly easier and more reasonable to swap perks as you progress through a campaign&lt;br /&gt;
 - Only Infantry and Scouts can be covert operatives - They are the most enjoyable this way, removes RnG from being too strong on the covert op&lt;br /&gt;
 - All Autopistols renamed with Autopistol in their name - Consistency&lt;br /&gt;
 - Laser Heater removed as a weapon&lt;br /&gt;
 - Abduction rewards are calculated by a 20% chance for 1-3 reward units (from a 40% chance for 1 reward unit) - Accommodates new MLW game mode&lt;br /&gt;
 - OTS project required missions spread out a little more: XTP 1-3 (20, 70, 110), Officer 1-5 (10, 30, 50, 90, 110) (from 20, 60, 100 and 10, 30, 50, 70, 90) - Slight increase to later game requirements&lt;br /&gt;
 - Gangplank (especially) and Furies DLC missions provide significantly less alloys and elerium - Helps balance these missions from granting too much reward (vs those who play without the DLC) as it was borderline ridiculous how much they gave&lt;br /&gt;
 - Scout-Sniper supraclass renamed to Marksman supraclass - Just a little more reasonable of a name&lt;br /&gt;
 - Alien Grenades Foundry project no longer requires alien grenades - It was frustrating to try to figure out if the muton you were capturing had it, if you already had it, and to even know how to get it&lt;br /&gt;
 - Plasma Weapon research projects no longer requires alien weapons - Same reason as above, and you basically always already had the items when you got there&lt;br /&gt;
 - Each civilians saved on a terror mission rewards 10 credits (from 20) - Makes the mission a lot more on par with other missions for cash influx&lt;br /&gt;
 - Researching a UFO now increases the fire rate against that UFO by 30% (from increasing damage by 30%) - Prevents extra mid-air destructions&lt;br /&gt;
 - Corpse and Captive council requests will now offer more for fullfillment - They were a little too low&lt;br /&gt;
&lt;br /&gt;
Resources:&lt;br /&gt;
 - Soldiers cost 80 (from 90) - Makes it slightly easier to fill out the barracks&lt;br /&gt;
 - You now acquire 4-6 UFO power sources from each intact UFO Power Cylinder (from 1-3) - Triple the amount of power sources for building and researching&lt;br /&gt;
 - Bomb Disposal council missions now award 3x the cash (from 1x) while still awarding a significant decrease in panic - Makes them more ideal missions to get&lt;br /&gt;
 - Assault council missions now award 3x the cash (from 2x) - Makes them more ideal missions to get&lt;br /&gt;
 - Alloys and Elerium from UFOs increased by ~25% - slight boost to help with resources in the mid game&lt;br /&gt;
 - All Autopsies require 8 corpses - Balances out the campaign lengths (as it was previously unfair)&lt;br /&gt;
 - Beam Lasers, Advanced Beam Lasers, and Advanced Pulse Lasers requires 10, 50, and 80 elerium (from 0, 0, and 30) - Makes elerium more useful early game&lt;br /&gt;
 - Tactical Rigging requires 80 elerium (from 30) - Makes elerium more useful early game&lt;br /&gt;
 - Psi Warfare systems requires 60 elerium (from 20) - makes elerium more useful early game&lt;br /&gt;
 - Xenopsionics requires 8 UFO Power Sources and 50 elerium (from 5 meld) - Makes power sources and elerium more useful and coveted early game, slows down psionic progress&lt;br /&gt;
 - Salvage rewards start off a little higher and do not progress as steeply - Gives the player more access to alloys and elerium exchanges to help bad RNG campaigns renormalize resources&lt;br /&gt;
&lt;br /&gt;
Air Game:&lt;br /&gt;
 - Stingray aim to 35 (from 30) - Slight boost to their usefulness&lt;br /&gt;
 - Dodge boosters require 4 cyberdisc wrecks (from 2) - Consistency on campaign lengths&lt;br /&gt;
 - Firestorms require 8 UFO Power Sources (from 4) - Accomodation for increased acquired&lt;br /&gt;
&lt;br /&gt;
Foundry:&lt;br /&gt;
 - Alien Metallurgy, Alien Nucleonics, and Improved Salvage now grants 20% additional resources of their respective resources (from 50%) - Significant nerf to the projects, makes them feel less mandatory and more of a choice&lt;br /&gt;
&lt;br /&gt;
Country Bonuses:&lt;br /&gt;
 - Resourceful now grants both Alien Metallurgy and Alien Nucleonics - Buff due to decrease in strength of foundry projects&lt;br /&gt;
 - Militarization only reduces soldier cost/arrival time by 30% (from 60%) - The officer bonus is really strong&lt;br /&gt;
 - Special Officer school grants +60% more xp (from double) - nerf to accommodate stronger XTPs&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Suppression no longer clears a steadied weapon - Finally got the code working&lt;br /&gt;
 - Terror missions only have monster pods + 7 enemies (from monster pods + 10 enemies) - Makes them easier, as in some ways, they are even worse than missions you can retreat from (due to the country loss on losing)&lt;br /&gt;
 - Removed the Sectopod + multiple cyberdisc pod from spawning - Was a little too dangerous to tackle and never really felt fair&lt;br /&gt;
 - Camaraderie stat improvements will now be displayed post-mission&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Camaraderie is a 20% chance to gain 5 aim and 10 will (from 40% chance to gain 1 aim and 2 will) - Buffed, accommodates MLW games&lt;br /&gt;
 - Mechanic grants 2 charges of repair (instead of 1) - Buff to the engineer and the early game SHIV&lt;br /&gt;
 - Close Encounters now also grants +1 ammo - Grants more ammo for close engaging in close quarters combat&lt;br /&gt;
 - Awareness reworked: Provides +20 defense and steadied weapons do not become unsteadied after taking damage (from 10-30 defense and boosting combat readiness) - Makes it much better on the Jaeger and not so abusive on the extrasensory vest RfA classes&lt;br /&gt;
 - Will to survive grants 50% DR in cover (from 40%) - Significant boost to the strength of biotanks&lt;br /&gt;
 - Psychokinetic strike to 4 turn cd (from 5 turn) - Slight buff&lt;br /&gt;
 - Critical System Targeting grants 50% more damage and 50 crit against mechanical units (from 40% and 40) - Buffed for balance on the trees and to make MEC tanky a little more difficult&lt;br /&gt;
 - Psychic Storm is now active anytime and the AI wishes to use it (Note: range is unlimited and max 1 storm per turn) - Increases the strength of psionic units&lt;br /&gt;
 - Psi Mastery allows psi abilities to avoid reaction fire but no longer grants a damage boost to mind fray - The avoiding reaction fire allows nice combinations like psi inspire while under overwatch, while providing another counter to OW builds. The mind fray already received the 1 AP boost and there was no need for Psi Mastery to double boost it.&lt;br /&gt;
 - Mind merge grants the target 25 defense and +25% mobility in addition to it&#039;s other assortment of benefits - Buff to mind merge, makes the target harder to kill when it&#039;s in a dangerous situation (e.g. it got holod or mindfrayed)&lt;br /&gt;
 - Distortion now grants 50 crit resistance - Makes sectoid commanders and ethereal more resilient against crit damage units&lt;br /&gt;
 - Telekinetic Field defense bonus to 30 (from 50) and reduces the damage of explosives to 1/5th (from 1/10th) but cooldown to 4 turns (from 6 turns) - Nerfed, but more readily useable. Reason was to stop waiting for the ability which was bad gameplay and also to balance that level on the psi tree.&lt;br /&gt;
 - Run and Gun now has a 3 turn cd (from 2 turn) - Was a little too strong for balance on the tree, toned back a little&lt;br /&gt;
 - Mind Control grants a 5% chance per damage taken to break (from 20%) - Makes it harder to break mind control&lt;br /&gt;
 - Commanding Officer no longer gives officers +30% xp - Was not necessary, officers are stacked anyway so they end up with ample xp as it&lt;br /&gt;
 - Jetboot Module grants +4 mobility (from +5.3) - Toned back as it&#039;s quite strong&lt;br /&gt;
 - Grit grants +1 DR (from 0) and +3 HP (from +4) - Slight boost to strength of the perk for mitigating damage&lt;br /&gt;
 - Ready For Anything no longer grants +20 crit resistance and will not activate if the unit moved, but instead grants +1 ammo- It&#039;s strong enough without the crit. Encourages multi-shot perk instead of assault point blank attack perk.&lt;br /&gt;
 - Fortified no longer grants +1 DR - Slight nerf&lt;br /&gt;
 - Disabling Shot has a 1 turn cooldown (from 2) - Slight buff&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - SAW aim to -5 (from -10) - Boost to shooter and OW gunner&lt;br /&gt;
 - Battle Rifles and Carbines crit to 0 (from 10) - Slight nerfs&lt;br /&gt;
 - If the Stun Rifle fails to stun a target below 50% health, it will maim them instead. The stun rifle also gains an extra charge - Makes captures easier&lt;br /&gt;
 - Arc Rifle does 1 damage (from 4) but has 4 pen (from 0) - Buff to the strength of the arc rifle against mechanical units, and makes it more specialized - Encouarges uses of sidearms with the arc rifle as it didn&#039;t feel as good using it for normal damage purposes and the poor use against bio encourages diversification on the soldier (e..g equipping nades, or using sidearm)&lt;br /&gt;
 - New Electric Weapon: Arc Pistol: Dmg: 1 (+4 vs mech / +7 vs mech upg), Pen: 2, Crit: 0, Aim: 0, Ammo: 2 (+1 upg), Mob: -0.6, Range: 18, {Maim}, Aim penalty beyond 10 tiles, Equippable by all biosoldiers - Gives soldiers a sidearm option to help deal with mechanical units&lt;br /&gt;
 - Javelin rockets again reduce scatter by 30% - Makes them more viable&lt;br /&gt;
 - Chitin plating provides 60% DR vs melee attacks (from 40%) - Important as melee units will often crit bio units so they need more DR&lt;br /&gt;
 - KSM damage to 20 (from 24) - Nerf, primarily towards the Marauder&lt;br /&gt;
 - MEC1s and MEC2s each require 4 UFO power sources to build, MEC3s each require a fusion core - Makes the resources more useful, accommodates for different campaign lengths&lt;br /&gt;
 - Plasma weapons require 4 UFO power sources to build (from 1) - Accommodates for different campaign lengths&lt;br /&gt;
 - Rocket Launcher and Recoilless Rifle range to 18 (from 20) - Prevents squadsight rocketing&lt;br /&gt;
 - Cognitive Enhancer increases xp by 50% - At 100% it was borderline broken&lt;br /&gt;
 - Rocket Launchers have -1.3 mobility (from -0.6) - Slight nerf to rocketeers&lt;br /&gt;
 - Psi Retaliator now grants +30 crit resistance (from +20) and allows Countercharge to work regardless of unit HP - Buff to it&#039;s use on tanks&lt;br /&gt;
 - Walker Servos now set the mobility to 8.8 and ignore all mobility altering effects (e.g. enrage, red fog, acid, etc.) - Makes it a lot more useful&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Infantry, Engineer, Assault, and Shogun all gain +0.6 base mobility - Slight buff to those classes&lt;br /&gt;
 - Marauder Impact replaced with Opportunist - Gives more interesting choices with both the Rapid Reaction and Close Combat Specialist builds&lt;br /&gt;
 - XP required for soldier ranks increased for GSGT/MSGT to 6000/9000 (from 5100/7000) - Spreads out the late game ranks more due to the signficant increase in XP soldiers get late game&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Ethereal defense to 50 (from 40) - Relative boost to non-aim attacks (e.g. KSM / Explosives) against ethereals&lt;br /&gt;
 - Sectoid Commander/Ethereal HP to 16/26 (from 20/32) - Accommodates for their increase in crit resistance and defense and OW avoidance&lt;br /&gt;
 - Muton base HP to 14 (from 12) - Slight increase in durability&lt;br /&gt;
 - Level 5 Outsider leaders gain grit - Boost to the resiliency of higher level outsider leaders&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Typos&lt;br /&gt;
 - Maybe fixed a bug that caused some exalt missions to soft lock&lt;br /&gt;
 - Fixed a bug where some missions would not end until you actually evacuated your squad&lt;br /&gt;
 - Fixed a bug where rapid fire wouldn&#039;t properly trigger free action abilities&lt;br /&gt;
 - Fixed a bug where smoke wouldn&#039;t grant reaction fire immunity after moving through it more than a tile if the aim within the smoke was less than 30 and wouldn&#039;t trigger a reaction shot&lt;br /&gt;
 - Fixed a bug where the expected crit damage display was not properly taking into consideration some damage modifiers on the target&lt;br /&gt;
 - Fixed a bug where a hit chance would be displayed when stabilizing a soldier&lt;br /&gt;
 - Fixed a bug where the leaders on the exalt base assault were not high level like they should be&lt;br /&gt;
 - Fixed a bug where stat promotions would show the characters first name twice if it was a soldier without a nick name&lt;br /&gt;
 - Fixed a bug where some techs would not show if you had not acquired the required items when they should show&lt;br /&gt;
 - Fixed a bug where impact would not work on low HP units sometimes&lt;br /&gt;
 - Fixed a bug where indomitable could prevent impact from clearing overwatch&lt;br /&gt;
 - The motion tracker will no longer be usable on a scamper move&lt;br /&gt;
 - Fixed a bug where meld costs for foundry and tech projects were being reduced on shorter campaigns when they shouldnt&#039; have been&lt;br /&gt;
 - Fixed a bug where the Uber Ethereal would start using psychic storm on XCOM before even being revealed&lt;br /&gt;
 - Fixed a bug where overpower wasn&#039;t updating correctly when units were moving&lt;br /&gt;
 - Maybe fixed a bug where some floaters would not go on overwatch after launching&lt;br /&gt;
 - Fixed a bug where researching UFOs was giving additional resources from bounties&lt;br /&gt;
 - Fixed a bug where Exalt would sometimes fall off ledges when they spawned&lt;br /&gt;
 - Fixed a bug where the # of civilians on a terror mission would sometimes display as a weird value (e.g. -2)&lt;br /&gt;
 - Fixed a bug where the &amp;quot;home sweet home&amp;quot; popup would sometimes occur multiple times&lt;br /&gt;
&lt;br /&gt;
= LW Rebalance v1.32 =&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.17 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Adjusted mission descriptions for UFOs to be more clear what they are doing&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where sorting the soldiers by class would sometimes lead to crashes (e.g. on a base defense mission or after a DLC mission)&lt;br /&gt;
 - Fixed a bug where reinforcements would sometimes not enter on overwatch&lt;br /&gt;
 - Fixed a bug where reinforcements would sometimes cause the game to soft-lock&lt;br /&gt;
 - Fixed a bug where the automatic reloads from Lock N&#039; Load and In The Zone were not working correctly with free actions&lt;br /&gt;
 - Fixed a bug where units firing at a unit that is steadied would cancel the steady if they missed6&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.16 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes: &lt;br /&gt;
 - Fixed a bug that would cause reinforcement units to soft-lock the game when the entered the map&lt;br /&gt;
 - Removed a bug that prevented half of the oversseers from not generating each month&lt;br /&gt;
 - Fixed a bug where close combat specialist shots would still fire if the chance to hit was less than 30%&lt;br /&gt;
 - When you finish a mission (by saving the VIP, diffusing the bomb, or getting the data out) the popup will now properly say &#039;extract units&#039; instead of &#039;abort mission&#039;&lt;br /&gt;
 - Fixed a bug where aliens would use overwatch even though there were no active XCOM in sight&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.15 ==&lt;br /&gt;
&lt;br /&gt;
QoL:&lt;br /&gt;
 - Soldier Progression notices include the soldier&#039;s nickname - QoL&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - The base defense mission will always occur before the new year (from always before April of the 2nd year) - Makes it less likely to be skipped by campaigns&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - All explosives will deal full damage to anything within 1 tile of the center of the explosion - Required to fix a bug&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Psi Retaliator triples the activation rate of countercharge (from doubles) - Buffed as item slots are really valuable and needed more to be competitive&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a rare bug that would occur when you grappled to a unseen location that actually had an enemy pawn there&lt;br /&gt;
 - Fixed a bug where psychic storm would sometimes trigger despite being in vision of the enemies (thanks obsidian127 for the save file, helped a lot)&lt;br /&gt;
 - Fixed a bug where explosives could be reduced in damage at the center of an impact: Now all explosives will deal full damage within 1 tile of the center of the explosion&lt;br /&gt;
 - Improved the code to try to ensure reinforcements will properly enter overwatch after spawning&lt;br /&gt;
 - Fixed a bug where units on OW lists were not carrying over between turns sometimes allowing units that did not have an enemy in LoS to fire on them anyway&lt;br /&gt;
 - Fixed a bug where floaters that launch would go on OW before they launch - looked a little silly&lt;br /&gt;
 - Fixed a bug where berserk would sometimes not grant the unit a turn after going berserk&lt;br /&gt;
 - Fixed a bug where berserk would sometimes force a player to fire a shot after moving after going berserk&lt;br /&gt;
 - Fixed a bug where berserk would double the chance for berserk or enrage to trigger, so instead of doubling them or forcing them to stack, just lowered the chance of berserk to 2% (from 5%) and enrage to 3% (from 5%)&lt;br /&gt;
 - Fixed a bug where ITZ would not interact properly with berserk&lt;br /&gt;
 - Fixed some typos and incorrect descriptions&lt;br /&gt;
 - Fixed a bug where rarely muton and muton elite grenades could cause a shred effect&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.14 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Consistent Fatigue 2nd wave option set to 14 turns (from 20) - More reasonable&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Psychic Storm: When this unit has full HP and the aliens have had no enemies in vision on their turn for more than a turn: it has a (will/10)% chance to create a Psychic Storm that will deal will/50 damage to all enemy units at the beginning of their turn - It needed to be changed as it didn&#039;t feel good. Now it strictly works only when XCOM breaks LoS for more than 1 turn but can be more damaging.&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where aliens would sometimes move more than allowed on their turn&lt;br /&gt;
 - Fixed a bug whre aliens were cheating by sometimes moving twice and activating overwatch&lt;br /&gt;
 - Fixed a bug where reaction shots against units that are steadied would ignore their cover DR as if the unit firing the reaction shot was also steadied&lt;br /&gt;
 - Fixed a bug where psychic storm was damaging SHIVs&lt;br /&gt;
 - Fixed typos&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.13 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where all units had psychic storm :o&lt;br /&gt;
 - Fixed a bug where units were going on OW seemingly randomly&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.12 ==&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Improved sneak mode slightly&lt;br /&gt;
 - Made reinforcements and launch more consistent when it comes to overwatching&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Psychic Storm chance to activate changed: When this unit is active and has no enemies in vision, it has a (will/10)% chance to deal 1 damage to enemy units at the beginning of their turns. - Makes the will more relevant&lt;br /&gt;
 - Psi Mastery increases the activation rate of psychic storm by 5x - Makes sectoid leaders, and more dangerous psionic foes, more dangerous to break LoS on&lt;br /&gt;
 - Mind Fray, Psi Panic, and Mind Control use 75/75/50% of the user&#039;s will (from 50/50/33%) - Boost to the hit chance of psionic abilities&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Sectoids gain psychic storm - makes them harder to play LoS games with&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Typos&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.11 ==&lt;br /&gt;
&lt;br /&gt;
QoL:&lt;br /&gt;
 - Creating a naming system for semantics: &lt;br /&gt;
 Biosoldiers 		= all 8 bio classes&lt;br /&gt;
 Soldiers 		= all 8 bio classes and MECs&lt;br /&gt;
 Units 			= all XCOM units&lt;br /&gt;
 Mechanized Units 	= MECs and SHIVs&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Abductor HP lowered to 3000 (from 4000) - Even easier to shoot down&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Disorient reduces defense by 50 (from 20) - Makes them more offensively useful, helps push the &#039;breach and clear&#039; aspect of them&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Vital Point Targeting deals 20% damage (from 30%) when not at point blank - Nerfed as it was too strong, especially with the recent pick up of steady&lt;br /&gt;
 - Psychic storm will now only activate if the psychic user has no enemies in sight - Focuses more on the anti-LOS_Break effect&lt;br /&gt;
 - Reactive Targeting Sensors will trigger Cluster Bomb if a sectopod is charging a cluster bomb - Vanilla mechanic that would take a lot of work to fix (not sure if I even can fix it) so I&#039;m going to leave as is&lt;br /&gt;
 - Overpower now reduces attributes by 30 + will_diff/5 (from 20 + will_diff/10) - Significant boost to the oppressive strength of berserker leaders and ethereals&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Concussion grenade and Psi grende radius reduced to 3/5 (from 4/6) - Accommodates for stronger disorientation&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Maruader aim to 10 (from 20) - Nerf to the strength of shooting on the Marauder&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Cyberdisc DR when closing grants 4 DR (from 6) - makes it easier to deal with even when closed&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where the battle scanner would sometimes still act as a spotter&lt;br /&gt;
 - Fixed more typos&lt;br /&gt;
 - Fixed a bug (again) where the psionic cinematic would soft lock the strategic game&lt;br /&gt;
 - Fixed a bug where Psychic Storm would sometimes work on the aliens&lt;br /&gt;
 - Fixed a bug where bleeding out units would sometimes count as an active unit for aliens&lt;br /&gt;
 - Hopefully fixed a bug where reinforcements would sometimes overlap other units&lt;br /&gt;
 - Fixed a bug where the VIP would sometimes gain stats and shouldn&#039;t&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.10 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Improved the display of item information in various places&lt;br /&gt;
 - Gentle Aliens also reduces alien DR by 1 - Only works if they had flat DR to begin with (note: this mostly makes mechanical enemies easier)&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Reduced the formula for aliens leaders from 25 + 5% per alien level to just 5% per alien level - Makes them feel more special when you see them, instead of such a common occurance, overall lowers difficulty some, especially earlier game when you might have as many tools to deal with difficult leaders&lt;br /&gt;
 - Temple Ship has 50% chance for champion leaders (from 10% - like terror missions) - Increases difficulty of the mission, but also makes sure that terror missions dont&#039; feel harder than the temple ship&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed multiple typos&lt;br /&gt;
 - Fixed a bug where SHIVs were getting free actions from the commanding officer&lt;br /&gt;
 - Fixed a bug where seekers would sometimes get lost during &#039;sneak&#039; mode&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.09 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Terror missions have 2 more aliens - Increase in difficulty&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Psi Frayer grants +10 will, still prevents strangulation, and triple damage to mind fray; but no longer grants mind fray or +1.3 mobility - More focused on psionics specifically&lt;br /&gt;
 - Psi Retaliator grants +15 will, still grants 20% crit resistance, and doubles the activation chance of countercharge; but no longer grants countercharge or +0.6 mobility - More focused on psionics specifically&lt;br /&gt;
 - Neuroregulator grants +10 defense (from 0) and +1.3 mobility (from +0.6) - Boost to strength&lt;br /&gt;
 - Conduit grants +40% damage to explosives (from +50%) - Was too strong at +50%&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where gunners and rocketeers would not correctly act as spotters for squadsight units&lt;br /&gt;
 - Fixed some text display issues&lt;br /&gt;
 - Fixed a bug where item unlock screens would take up too much realestate and cause players that didn&#039;t know about pressing &#039;space&#039; to be soft-locked out of the game&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.08 ==&lt;br /&gt;
&lt;br /&gt;
Quality of Life:&lt;br /&gt;
 - A complete reformating of almost all information fields in the game - Thanks to CptnHappyTimePie for all the weeks of work he put into creating this&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Moderate increase of costs of multiple late game items - Creates a little more tension on what to purchase&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Van Doorn special perk changed to &amp;quot;Cool Under Pressure: Has an [enemies in vision]% chance for end-in-idle actions to cost 0 AP.&amp;quot; - more universally applicable, less encouraged into certain classes/builds&lt;br /&gt;
 - Zhang special perk changed to &amp;quot;Gunslinger: Deal +1 damage with pistols.&amp;quot; - more universally applicable, less encouraged into certain classes/builds&lt;br /&gt;
&lt;br /&gt;
Bug Fixes: &lt;br /&gt;
 - Fixed a bug where Sneak mode was being activated in situations where it shouldn&#039;t (e.g. drop-ins)&lt;br /&gt;
 - Improved the AI on sneak mode so the aliens more accurately aim to move to a good flanking position and not just a position near the enemies that might flank&lt;br /&gt;
 - Fixed a bug where aliens would warping eradicly at the beginning of their turn&lt;br /&gt;
 - Fixed a bug where getting mind merge would sometimes cause the game to lock up&lt;br /&gt;
 - Did another attempt to remove the alien&#039;s ability to use grenades inappropriately (I think I got the last situations they might be doing this with)&lt;br /&gt;
 - Fixed a bug where Van Doorn&#039;s rank upon acquiring him sometimes wasn&#039;t scaling correctly&lt;br /&gt;
 - Fixed a bug where saving and reloading in the middle of a turn would mess with &#039;sneak&#039; mode&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.07 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Elite Aliens replaced with Gentle Aliens: Aliens lose 1 damage, 10 aim, 10 will, and 25% base HP - Feels better for players&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Growth now occurs at a 50% chance (from 66%) but increases amount of growth by 5x when the outsider is activated - encourages engagement once they are activated and discourages breaking LoS and cheesing them&lt;br /&gt;
 - Distortion no longer prevents squadsight shots - Not necessary with the spotter requirements, opens up more options for squadsight units against distortion units&lt;br /&gt;
 - Distortion reduces damage to 1/3rd (from 1/4th) - Makes it feel like your damage matters more, because at only 25% damage truncation and small damages could feel too frustrating&lt;br /&gt;
 - Ready For Anything will no longer activate on units with deflection shield - Felt a little unfair to have both activate&lt;br /&gt;
 - New Perk: Psychic Storm: When this unit is active, it has a 50% chance to deal 1 damage to all enemy units (even those not in line of sight) at the beginning of their turns - Discourages camping sectoid commanders and ethereals&lt;br /&gt;
 - Grenadier grants a 10% throw range increase (from 20%) - Tone back on range of destructive grenades&lt;br /&gt;
 - Each trigger of countercharge has an additional will/10 percent chance to double activate, dealing double damage - Think of it like a crit&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
 - The skeleton key requries 60 engineers (from 30) and 80 meld (from 20) - Makes doing alien base assaults really early more difficult. This is good as doing so is likely not in the player&#039;s best interests&lt;br /&gt;
&lt;br /&gt;
Equipment&lt;br /&gt;
 - SMGs have 40 crit (from 30) - Boost, pushes them more into the role of predictable flank crits&lt;br /&gt;
&lt;br /&gt;
Alien AI:&lt;br /&gt;
 - When you lose vision of all aliens for more than a turn, they enter a new &amp;quot;sneak&amp;quot; mode where they are 1) more aggressive and 2) try to actively flank XCOM. During this mode they will try to remain hidden (e.g. not use abilities like mind merge).&lt;br /&gt;
 - Pods and aliens will retreat 75% less often - Tested and this IS working, please note that they WILL still retreat, just much less often&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Outsider regeneration permanently stays at 1 (from 3-13) - Makes it much easier to keep them from growing when activated and encourages engaging them (discouraging breaking LoS and trying to cheese them). Also makes damage against them (e.g. overwatch) not feel so wasted.&lt;br /&gt;
 - Sectoid commander pods ONLY spawn with sectoids (not mechtoids and not outsiders) - Makes their fights more interesting as there are enough outsiders already&lt;br /&gt;
 - Sectoid commanders and Ethreals start with 20 and 32 HP (from 12 and 24) - helps accommodate for weaker distortion and weaker pod composition&lt;br /&gt;
 - Sectoid commander mobility to 9.3 (from 8) - Slight increase to their mobility for using various abilities&lt;br /&gt;
 - Ethereal regeneration halved - It felt frustrating to have your hard earned work against it so invalidated&lt;br /&gt;
 - Sectoid Commanders and Ethereals gain Psychic Storm - Helps prevent slow long abusive engagements like breaking LoS against them&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Typos&lt;br /&gt;
 - Fixed all instances of using Native code to determine if a target is shredded (might fix rare situations where units are not receiving extra damage from being shredded)&lt;br /&gt;
 - Units gaining bonus HP from missions are no longer automatically injured&lt;br /&gt;
 - Rewrote countercharge code so that the popup should only display when it actually activates&lt;br /&gt;
 - Fixed a bug where will was not be calculated correctly for psionic abilities when maluses were applied to targets&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.06 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fix:&lt;br /&gt;
 - Fixed a bug where reaction fire was avoided as if units were in smoke when they weren&#039;t&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.32.05==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - First mission has 1 less sectoid (ease into is only 5 sectoids) - Makes it slightly more predictable&lt;br /&gt;
 - Alien Base Assaults ramp up in difficulty much quicker - See wiki, basically twice as fast, discourages farming as multiple of these missions can be tedious&lt;br /&gt;
 - Toned back the size of salvage requests into the late game - They were a little too large&lt;br /&gt;
 - You only get bonuses for the temple ship up to 9 countries with XCOM, any more than that have no effect - Helps prevent the feeling of needing to cover the world&lt;br /&gt;
 - After 3 months, the aliens can send 3-4 abductions at a time, after 6 months, the aliens can send 4-5 abductions at a time - Makes it harder to stop abductions, even if you shoot them down, allowing the aliens to finally get some through. Also note you may not be able to get to all abductions and will have to priortize some. Also note that you will only be able to select 3 of the 5 at any one time.&lt;br /&gt;
&lt;br /&gt;
Second Wave Options:&lt;br /&gt;
 - Elite Aliens (replaces Quick and Dirty #27) now grants aliens gain 10 aim, 10 will, and 1 damage - Acts as a difficulty modifier&lt;br /&gt;
&lt;br /&gt;
Air Game:&lt;br /&gt;
 - Elerium Afterburners increases aircraft battle speed by 10 (from 5) - Buff to air game upgrades&lt;br /&gt;
 - Improved Avionics increaes air weapon aim by 10 (from 5) - Buff to air game upgrades&lt;br /&gt;
 - Penetrator Weapons increases air weapon penetration by 25% (from 15%) - Buff to air game upgrades&lt;br /&gt;
 - UFO Countermeasures increases aircraft dodge by 10 (from 5) - Buff to air game upgrades&lt;br /&gt;
 - Abductor HP to 4000 (from 6000) - Makes them even easier to shoot down&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Non-suppression reaction fire will not trigger until the hit chance is at least 30% - Prevents wasting ammo, makes sense, feels better&lt;br /&gt;
 - Steady only grants +35 aim if the unit is at 1 AP - Tone back on the strength of bullseye&lt;br /&gt;
 - Commanding Officer&#039;s now have gold armor HP - Helps distinguish them&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Squadsight spotters can no longer be concealed to act as a spotter for squadsight - Prevents using concealed units for squadsight purposes&lt;br /&gt;
 - Fragmentation to 25% chance (from 30%) - Slight tone back&lt;br /&gt;
 - Camaraderie grants 2 will per mission (from 1) and does not require the mission to be deathless - Buffed&lt;br /&gt;
 - Snapshot to 55% chance to proc with strike rifles (from 50%) - Slight boost to Snapshot Scout&lt;br /&gt;
 - Reconnaissance grants 1 battle scanner (from 2) - Nerf to the scout, relative buff to the battle scanner item&lt;br /&gt;
 - Commanding Officer grants a will/10% chance for anyone the officer can see to have end-in-idle actions cost 0 AP - Encourages keeping in sight of the officer, buff to the on-field strength of officers&lt;br /&gt;
 - Critical System Targeting grants +40% crit against mechanical units as well - Slight buff&lt;br /&gt;
 - Penetrator grants +1 penetration and an additional +1 against units in cover (from +2 at all times) - Nerf for balance on the trees&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Reinforced plating back to 2 DR and alloy cost back to 20 (from 40) - Was too strong at 3&lt;br /&gt;
 - Regenerative plating to 0 HP (from 1) - Toned down a little more&lt;br /&gt;
 - Battle Scanner range increased to 12 tiles (from 8) - with the inability to abuse them, their range no longer needed to be so restrictive&lt;br /&gt;
 - Shotgun reaction fire range increased to normal vision range (from 8 tiles) - Not longer necessary with the reaction fire accuracy filter&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Sectoid will to 65 (from 50) - Buff to their strength of psionic abilities&lt;br /&gt;
 - Tactical Mobility moved from level 6 thinmen leaders to level 1 thinmen leaders - Makes early thinmen leaders more resilient&lt;br /&gt;
 - Sectopod DR lowered by 4 - Makes them a little more reasonable to take down if you dont&#039; have acid&lt;br /&gt;
 - Mechtoids lose Lock N&#039; Load - With disabling being weaker they didn&#039;t need the extra ammo resiliency, relative buff to disabling shot&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where the gamespeed would sometimes slow down during reveals and other matinees&lt;br /&gt;
 - Finally fixed the bug where grapple would send you flying away - YAY. I did it simply by letting grapple do what it wants, and if it does throw you way off target, it changes the target to move your soldier back - I tested 200 times, reproduced a bad grapple 7 times, all of which were immediately redirected =D&lt;br /&gt;
 - Hanse Graf renamed to Hans Graf - Was always just misspelled&lt;br /&gt;
 - Fixed a bug where outsiders that were hunkered still triggered an orange AP pip and a CCS circle&lt;br /&gt;
 - Fixed a bug where rapid-fire wouldn&#039;t proc extra actions correctly&lt;br /&gt;
 - Fixed a bug with countercharge was not always applying correctly&lt;br /&gt;
 - Fixed a bug where countercharge was doing incorrect damage amounts sometimes&lt;br /&gt;
 - Removed the code for minimizing the chance the AI retreats - It seemed like it wasn&#039;t doing anything so I removed it just in case it was causing a bug and left the code as it was in LW1&lt;br /&gt;
 - Fixed a bug where countries were not granting the appropriate stats before the temple ship to the soldiers&lt;br /&gt;
 - Fixed a bug where rapid fire wouldn&#039;t correctly trigger end-in-idle free actions&lt;br /&gt;
 - Fixed a bug where sectoid commander pods would sometimes spawn mecthoids&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.04 ==&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Squadsight now only works if you have a spotter (a unit that is not in the middle of their turn (i.e. at 0 or 2 AP) that can see the target) - Prevents some abusive situations, encourages engagement of the enemy&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Typos&lt;br /&gt;
 - Fixed an error where players would earn 1-2% less alloys and elerium than intended - more of an OCD fix&lt;br /&gt;
 - Fixed a bug where dead unit could sometimes still trigger countercharge&lt;br /&gt;
 - Fixed a bug where countercharge would sometimes only partially activate&lt;br /&gt;
 - Fixed a bug where squadsight would sometimes not allow you to hit targets in normal vision that had distortion&lt;br /&gt;
 - Fixed a CTD if combat patrols were used really frequently&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.03 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where all the changes from 1.32.02 were not working in the last upload&lt;br /&gt;
 - Fixed a bug where cyberdiscs could spawn on early terror missions&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.02 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - The bonus DR from the &amp;quot;Bred Tough&amp;quot; start now shows up in the strategic soldier loadout screens&lt;br /&gt;
&lt;br /&gt;
Tactical: &lt;br /&gt;
 - The first mission has 2 less sectoids - Accommodates for harder early aliens&lt;br /&gt;
 - Ethereal and Sectopods occur much more rarely when they first appear and grow in frequnecy over 5 aliens levels (instead of 2 alien levels) - Significantly reduces their frequency at the beginning of the late game&lt;br /&gt;
 - Muton Elites and Heavy Floaters are slightly less likely to occur in the late game - Increases the diversity of aliens encountered in the late game&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Shred application is x4 for shots/strangle, x8 for mayhem suppression, and 12x explosives (from 3/9/12) - Balance&lt;br /&gt;
 - Mind Control has the caster&#039;s will at 33% for calculating hit chance (from 50%) - Was too strong with the soft cap&lt;br /&gt;
 - Psi Panic and Mind Fray has the caster&#039;s will at 50% for calculating hit chance (from 66%) - Was too strong with the soft cap&lt;br /&gt;
 - HEAT Warheads now lets explosives clear enemy overwatch - Buff to utility&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Alloy Bipod reduces scatter by 30% (from 15%) - Buff to use on the rocketeer&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Ethereal defense to 40 (from 60) - They were too difficult&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where Bred Tough would sometimes award soldiers a single defense&lt;br /&gt;
 - Fixed a bug where Dare Devils would sometimes award soldiers a single aim&lt;br /&gt;
 - Fixed a typo on the perk tree image&lt;br /&gt;
 - Fixed a CTD when trying to use F1 during the tactical game&lt;br /&gt;
 - Fixed a bug where hitting an alien with a grenade who was using countercharge would sometimes cause the grenade to do 0 damage&lt;br /&gt;
 - Typos&lt;br /&gt;
 - Ready for Anything and Cluster Bombs will no longer trigger on units that are electropulsed&lt;br /&gt;
 - Fixed a bug where the game would CTD when you researched certain technologies (e.g. advanced Gauss)&lt;br /&gt;
 - Fixed a bug where the chances for psi panic to work were not correct&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.01 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where downed and landed UFOs would often cause crashes to the desktop&lt;br /&gt;
 - Maybe fixed a bug where countercharge would imcompletely activate?&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.32.00 ==&lt;br /&gt;
&lt;br /&gt;
Starting Bonuses:&lt;br /&gt;
 - Ring of Fire grants 150 credits per month (from 100) - Buffed&lt;br /&gt;
 - NeoPanzers reduces costs by 65% (from 60%) - Slight buff&lt;br /&gt;
 - New Brazil Bonus: Born to Fly: Pilots gain 3 aim per kill instead of 1&lt;br /&gt;
 - New Germany Bonus: Militarization : Soldier costs and arrival time are decreased by 60% and the OTS grants double the officer bilets at each upgrade&lt;br /&gt;
 - New Japan Bonus: Global Networking: Intel Scans cost only 50 credits, Grey Market Prices are 30% higher, and sightings on downed UFOs occur twice as often&lt;br /&gt;
 - New Nigeria Bonus: Bred Tough: All biosoldiers start with 1 DR&lt;br /&gt;
 - New USA Bonus: Daredevils: Combat Patrols are twice as effective and cause half as much damage to the aircraft&lt;br /&gt;
 - Xenologic Remedies now also boosts captive sells costs - Easier to use&lt;br /&gt;
 - Cadre grants 3xp per day (from 2) - Buffed&lt;br /&gt;
 - Cheyenne Mountain starts with a 2nd steam vent - Buffed&lt;br /&gt;
 - Advanced Preparations starts with 8 extra soldiers (from 5) - Buffed&lt;br /&gt;
 - Jai Jawan starts with 8 UFO Power Sources (from 4) - Buffed&lt;br /&gt;
&lt;br /&gt;
Second Wave:&lt;br /&gt;
 - Elite XCOM and Friendly Skies bonuses to 15% (from 25%) - So they are not as game altering (this value is still dgc.ini adjustable)&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Players now gain significantly more resources from missions in the mid and especially late game (as the 10% bonus per month was previously not working and now is) - Massive influx of mission resources into the mid and especially late game (double resources at 10 months in)&lt;br /&gt;
 - The Exalt reminder is reset back to the default value from the original mod and acts as a reminder but scans can occur earlier or later than this - Native coding prevents me from defining this accurately so I&#039;ll let players figure this out and just have a reminder for QoL&lt;br /&gt;
 - Light Plasma Weapons requires Advanced Pulse Lasers and EMP Weapons (instead of Alien Biocybernetics and Alien Power Systems) - Encourages more standard progression&lt;br /&gt;
 - Number of officer spots availabled decreased to 7x Lieutenant, 5x Captain, 3x Major, 2x Colonel, 1x Field Commander (from 10x Lieutenant, 7x Captain, 5x Major, 3x Colonel, 1x Field Commander) - Makes the spots worth more&lt;br /&gt;
 - Range of prices of items sold on the grey market is now ~66% to ~133% (from 33-185%) - Reduces the RNG of the strategic game (Note this can still truncate to 0)&lt;br /&gt;
 - Abductions and Terror missions no longer gain an additional alien for every 4 months that have passed - Make them feel less congested and less difficult in the later game especially&lt;br /&gt;
 - Terror missions have 1-2 less pods and ~30% less aliens on all missions, but each pod now has a guaranteed leader with +2 levels, and the chance for a level 9 leader 5x as high - Makes them feel much less crowded but still retains the difficulty &lt;br /&gt;
 - Council Missions expire in 2 hours (from 1) - Makes it more reasonable to not miss them&lt;br /&gt;
 - Council Requests with significant rewards will no longer reward scientists or engineers - They were often not worth it&lt;br /&gt;
 - After each mission, all soldiers can gain bonus stats (instead of just MSGTs), but the chance is decreased from 100% with MSGT, to 50% with GSGT, to 25% with TSGT, down to 1% with SPECs - creates a sense of progression of stats even when the base stats aren&#039;t growing&lt;br /&gt;
&lt;br /&gt;
Difficulty Changes:&lt;br /&gt;
 - XCOM Funding and Starting cash is now standardized across difficulties (at 50%) - Significant nerf to cash influx on normal, classic and brutal difficulties, makes less of a step between the difficulties on a strategic level, balances out cash flow problems being different on different difficulties&lt;br /&gt;
 - Initial HQ Power is now 30/30/30/30 on normal/classic/brutal/impossible (from 50/40/35/30) - Reduces the difference between difficulties on the strategic level&lt;br /&gt;
 - Initial Panic is now 500/600/700/800 on normal/classic/brutal/impossible (from 200/400/600/800) - Reduces the difference between difficulties on the strategic level&lt;br /&gt;
&lt;br /&gt;
Air Game:&lt;br /&gt;
 - The cost for combat patrols starts at 100 credits, the bonuses granted to the effects are halved (from fire storm, stronger weapons, more xp pilots), and the base effect is increased to 3-5 (from 2-4) - Makes them much more viable early and mid game&lt;br /&gt;
 - Firestorms require 120 alloys (from 20) - Puts pressure back on alloys and their competition from other areas, especially with the significant increase to acquisition&lt;br /&gt;
 - Abductors have 75% DR (from 225%) and 6000 HP (from 12000 HP) - Makes them reasonable to down in the mid+ game, opens up some new maps&lt;br /&gt;
 - Overseers have 2000 HP (from 3000 HP) - With the more difficult crew it wasn&#039;t as necessary to require a strong air game&lt;br /&gt;
 - Raiders will not appear until alien level 4+ (from alien level 2+) - Makes the early game less RNG based&lt;br /&gt;
 - The more continents that XCOM has satellite coverage on will encourage the aliens to send out stronger UFOs - Makes it harder and more challenging to get world coverage, helps prevents the aliens from getting &#039;shut out&#039;&lt;br /&gt;
 - The Aliens will now send out satellite hunt missions for each continent (instead of just a single set for the entire world) - Makes it harder and more challenging to get world coverage, helps prevents the aliens from getting &#039;shut out&#039;&lt;br /&gt;
 - Alien resource determination of alien mission UFOs no longer jumps at levels 8 and 13 and instead increases granularly from level 1 to 15 - Makes more sense&lt;br /&gt;
&lt;br /&gt;
Unique Units:&lt;br /&gt;
 - Peter Van Doorn, Annette Durand, Shaojie Zhang, Hank Miller, Hans Graft, and Stanislav Orlov have unique perks - Makes them feel more special without interfering with their class perks&lt;br /&gt;
 - Annette and the Furies all arrive with 3 extra levels than previously - Makes them easier to use as you get them rather late&lt;br /&gt;
&lt;br /&gt;
Tactical: &lt;br /&gt;
 - All experience gained is now increased by 10% each month - This is a huge influx to xp gains over a campaign and an especially large increase in the late game. This should make leveling up lower soldiers significantly easier, again, especially in the late game.&lt;br /&gt;
 - Covert Operative missions now allow for 3 soldiers (from 2), have 3 relays to hack (from 2), spawns occur 2 turns earlier, and the mission no longer reduces the operative&#039;s mobility - More engaging missions&lt;br /&gt;
 - All significant bounties reduced by 50% - Due to the increase in resources these are actually doubled at 10 months in so this is more of a wash than it seems&lt;br /&gt;
 - You now get bounties for units that are captured (instead of just units that are killed) - Feels better&lt;br /&gt;
 - The overseer now contains a much more dangerous crew (larger pods and an additional cyberdisc and sectoid commander pod) - Makes it harder to do the overseer earlier, as it is a retreatable mission&lt;br /&gt;
 - The alien base assault will no longer have an extra elite exalt pod on it or cyberdisc pod. As well, the additional pods after retrying the mission are tweaked slightly (see wiki) - As a mandatory mission where there is no retreat, it can&#039;t be too difficult. Also, it can&#039;t take too long with possible outsiders at the end and no way to retreat.&lt;br /&gt;
 - Officers now gain 30% more xp from missions but also accumulate 30% more fatigue from missions - Makes it so a good chain of officers is important but xp gain on officers isn&#039;t reduced&lt;br /&gt;
 - Steady now bypasses cover DR regardless of AP (instead of granting 2 pen when at 2 AP) - Significant buff, especially to bullseye&lt;br /&gt;
 - Suppression will now cancel the steady effect - so it&#039;s not inconsistent&lt;br /&gt;
 - Fixed some map bugs ala LiQuiD911&#039;s Map patches for LW1.0 mod (https://www.nexusmods.com/xcom/mods/780?) - Should help with some weird pathing and cover&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Reactive Targeting Sensors will no longer trigger if the unit with RTS is panicked - Consistency with the rest of the game&lt;br /&gt;
 - HEAT Warheads grants +5 penetration (from +3) - Buffed for balance&lt;br /&gt;
 - Snapshot grants a 0/50% chance for a 0 AP shot (from 20/60%) - nerf on infantry/shogun but more accommodation on the snapshot scout due to executioner on marksman scope&lt;br /&gt;
 - Extra Conditioning grants +2 HP (from +1) and a 10% chance for any idle-ending action to cost 0 AP but no longer grants fatigue/injury reductions - Alteration to something more for the tactical game and buff&lt;br /&gt;
 - Close Combat Specialist is -40 aim (from -50 aim) - Buffed for balance&lt;br /&gt;
 - Tactical Mobility grants 30 defense against reaction shots - Significant buff, creates more situations where using OW is not strong&lt;br /&gt;
 - Ranger no longer grants 20 aim on sidearms but instead doubles the sidearm close-range aim bonus - Didn&#039;t feel good how strong it was at range and now it has the highest accuracy at close range&lt;br /&gt;
 - Hit and Run will now trigger on steadied shots (as well as targets that are not protected by cover) - Buff to the use, synergy with bullseye&lt;br /&gt;
 - Vital Point Targeting will now trigger on steadied shots (as well as targets that are not protected by cover) - Buff to the use, synergy with bullseye&lt;br /&gt;
 - Brawler is 20 aim and DR (from 30) - Nerfed for balance&lt;br /&gt;
 - Mind Control grants control of the target. Final hit chance is reduced by 50%. Does not work on mechanical units. Mind controlled targets receive 1 damage and -1 AP each turn. There is a 20% chance per damage taken by the mind controller to have the effect broken. &lt;br /&gt;
 - Countercharge only works against biologic units, only on idle-ending actions, and only activates if the casting unit is at full HP - It felt weird when it worked against robotic units and actually was often a negative against cyberdiscs (due to closing), the full HP is to reduce the amount of triggering, the idle-ending actions is to reduce bugs&lt;br /&gt;
 - Shred is multiplied by x3 for shots/strangle, x9 for mayhem suppression, and 12x explosives (from x3, x7, x10) - Buff to shred effect of mayhem suppression and explosives&lt;br /&gt;
 - Collateral damage does 100% damage (from 50%) - With the 2 AP restriction it&#039;s pinned in enough that it doesn&#039;t also need the damage to be so low, especially since the 2 AP restricts the ability to remove cover as well&lt;br /&gt;
 - Camaraderie has a 40% chance to trigger (from 20%) - Buffed, especially for a Field Commander perk&lt;br /&gt;
 - Combined Arms grants +2 damage (from +1) - Buffed, especially for a Field Commander perk&lt;br /&gt;
 - Rapid Fire has an aim malus of 40 (from 15) - Toned back to stop assaults from becoming so strong at TSGT+&lt;br /&gt;
 - Mind Fray, Psi Panic, and Mind Control are now SOFT caps (instead of HARD caps) calculate their hit chances with reduced portions of the caster&#039;s will, and the reduction on fray and panic is 33% (from 25%) - Means you can scale up as high as you want&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Plasma Grenades have +3 penetration (from +4) - Slight nerf&lt;br /&gt;
 - Marksman Scope aim to +5 (from +10), penetration to 0 (from +1), but grants executioner as well as squadsight - Perk granting for this item is reasonable and fun, as the scout can&#039;t get executioner otherwise now, buff accommodated by decreased snapshot chance, though it acts as a straight buff on HnR and S&amp;amp;M scouts&lt;br /&gt;
 - SMG costs are now similar to Carbine costs - A long-time overdue change&lt;br /&gt;
 - Pulse weapons are a little more affordable - makes them less ideal to skip&lt;br /&gt;
 - Flying armors no longer grant an additional 10 defense - balance due to tactical mobility buff&lt;br /&gt;
 - Illuminator Gunsight also grants +1 damage - Buffed&lt;br /&gt;
 - Reinforced Plating DR to 3 (from 2) but alloy cost to 40 (from 24) - Buffed but costs more&lt;br /&gt;
 - Regenerative Plating HP to 1 (from 2) - Slight nerf&lt;br /&gt;
 - Conduit grants 50% weapon damage to explosives (from 40%) - Buffed (due to truncation this results in more significant of an increase than the 10% it actually is)&lt;br /&gt;
 - SMGs can no longer be steadied - Didn&#039;t really make sense, slight nerf&lt;br /&gt;
&lt;br /&gt;
XCom:&lt;br /&gt;
 - Shogun has Critical System Targeting replaced with Vital Point Targeting - Synergizes better with bullseye and Hit and Run&lt;br /&gt;
 - Shogun has Snapshot, Fragmentation, and Impact rotated - Bring the snapshot -&amp;gt; Impact combo on a little earlier and pushes the grenade strength a little bit later&lt;br /&gt;
 - Jaeger has Vital Point Targeting replaced with Aggression - Gives the Jaeger more of an option for a high crit build&lt;br /&gt;
 - Gunner has Penetrator and Shredder swapped - Still provides shredder to the shooter builds and the CST vs Penetrator is still a reasonable choice with penetrator being great for the bullet wizard&lt;br /&gt;
 - Engineer has Bullseye and Critical System Targetting swapped - Pushes the shooter engineer into an even stronger anti-mechanical role while not making the stronger bullseye (from steady boost) too strong on the tree as it&#039;s up against holo on a DT class&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Ethereal defense to 60 (from 50) - Makes them a little more resilient&lt;br /&gt;
 - Outsiders grow 33% slower - Makes longer missions significantly less punishing&lt;br /&gt;
 - Alien Pod AI is 4x less likely to enter &#039;retreat&#039; mode - This means a few things: 1) Chasing down a lone enemy as they flee will be 4x less common, 2) Aliens will tend to pull back and activate other pods 4x less commonly, 3) when you kill a bunch of members of a pod they will be 4x less likely to turn tail and flee so they can be more deadly&lt;br /&gt;
 - Floaters and Thinmen lose the ability to suppress (only mutons and muton elites can suppress now) - Significant decrease in the amount of suppression XCOM will face - Note this is NOT a buff, it just prevents some annoying aspects of gameplay when suppression is too frequent. An enemy that doesn&#039;t suppress is more likely to shoot which can be just as dangerous (or more so).&lt;br /&gt;
 - Sectoids and Seekers gain 15 aim to make up for the 20 aim loss on ranger&lt;br /&gt;
&lt;br /&gt;
Increase in Early Game Alien Strength/Difficulty:&lt;br /&gt;
 - Sectoid will to 50 (from 55) and gain Countercharge&lt;br /&gt;
 - Drone base HP to 3 (from 2)&lt;br /&gt;
 - Floater base HP to 6 (from 5)&lt;br /&gt;
 - Thinman base HP to 7 (from 6) and mobility to 11.3 (from 10.6)&lt;br /&gt;
 - Chryssalid defense to 40 (from 30)&lt;br /&gt;
 - Muton base HP to 12 (from 10)&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where Exalt missions were slightly too fast on NSLW games and slightly too slow on VLW games&lt;br /&gt;
 - Fixed a bug where researching a UFO was NOT giving an additional 30% resources to the player&lt;br /&gt;
 - Fixed some descriptions&lt;br /&gt;
 - Fixed a bug where sorting the soldiers by class (instead of rank) would cause the base defense mission to break sometimes&lt;br /&gt;
 - Attempted to fix the out of sight Muton grenades problem (AGAIN) - I hope this works, but without a reproducible save it&#039;s hard to tell&lt;br /&gt;
 - Fixed a bug where the fatigue for retraining soldiers was not correct&lt;br /&gt;
 - Typos&lt;br /&gt;
 - Fixed a bug where countercharge was triggering during XCOMs turn&lt;br /&gt;
&lt;br /&gt;
= LW Rebalance v1.31 =&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.31.10 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Added required items to the research image and wiki - QoL&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Grapple only works at 2 AP - This fixes a really inconsistent bug where native code sometimes causes a unit with grapple to NOT end their turn after use - After over 30 tries with ap discounting abilities, free actions, etc. I still can&#039;t figure out what circumstances causes it, it&#039;s like it&#039;s certain scenarios are more likely to cause it and then it&#039;s also random&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where ending a unit&#039;s turn would sometime select a unit that had already ended their turn which was annoying - QoL&lt;br /&gt;
 - Fixed a bug where the OTS experience gains were not rewarding xp past SGT and Cadre was not working correctly&lt;br /&gt;
 - Fixed a bug where the popup of Shock-Absorbent Armor was not accurate or easy to read&lt;br /&gt;
 - Fixed a CTD when Mechtoid shields were broken with a unit with impact&lt;br /&gt;
 - Fixed an AI bug that caused floaters and heavy floaters to think xcom was closer then they actually are and then just derp trying to set up flanks&lt;br /&gt;
 - Fixed a bug where the explosive damage from sectopods dying could trigger impact&lt;br /&gt;
 - Fixed a bug where the nigeria bonus &amp;quot;advanced conversion&amp;quot; was not granting extra bonus stats&lt;br /&gt;
 - Fixed a bug where overpower was granting many units invisible shields that would prevent damage&lt;br /&gt;
 - Attempted a fix at where suppression would sometimes knock off the steadied bonus&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.31.09 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where scavenging was not awarding proper resources&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.31.08 ==&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - New dgc.ini entry: HQ_STARTING_MONEY=2 ;Set to 1 to have Mouse Buttons during the tactical game, Set to 2 to hide the Mouse Buttons during the tactical game (LWR Default: 2)&lt;br /&gt;
&lt;br /&gt;
Perks: &lt;br /&gt;
 - Countercharge does 2 + psirank/2 damage (from 3 + psirank/2 damage) - Slight tone back&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Council rewards for quick missions should be working now&lt;br /&gt;
 - Countercharge will no longer trigger an intimidate from a Muton Berserker&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.31.07b ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where council rewards for quick missions were not granting credits&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.31.07 ==&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Mouse controls now appear again&lt;br /&gt;
 - Any abduction, terror, or council mission that is completed in under 10 turns has a chance (10% per turn under 10) to have the council offer a 50-100 credit bonus - Makes the result of tactical missions matter more&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Infantry Lock N&#039; Load swapped with First Aid - Improves the options when choosing perks (instead of feeling like you&#039;re choosing bad perks) and allows players to decide how versatile they want their infantry to be&lt;br /&gt;
 - Goliath base aim to 20 (from 10) - Boost to the shooter/OW goliath&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Marksman Scope aim to +10 (from +5) and grants +1 pen - Significant boost to strike rifle use on the scout&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Added a new level 8 exalt elite operative alien leader - Acts as someone a step below Iago for the Alien Base Assault&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where the shredder effect wasn&#039;t updated correctly&lt;br /&gt;
 - Fixed a CTD that was occurring when shredding enemies with high levels of shred already on them&lt;br /&gt;
 - Fixed some typos&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.31.06 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - All autopsies require only a single corpse - Allows autopsy research to be conducted after the first encounter of any alien that isn&#039;t destroyed by explosives, regardless of campaign length, also, it makes seeing a rare alien type earlier more valuable&lt;br /&gt;
 - Command and Control research requires ethereal interrogation (from ethereal autopsy) - Delays the endgame a little, especially with the corpse requirement of autopsies decreased&lt;br /&gt;
 - Special Warfare School projects costs are reduced by 95% (from free) - Helps avoid something seeming like a bug&lt;br /&gt;
 - Injury and Fatigue alterations per difficulty changed to -15/-10/-5/0% (from 0/+10/+20/+30%) - Significant XCOM buff. Fatigue and Injury was overtuned as far as a large roster size is concerned. This makes fatigue and injury a lot more managable while still keeping the monthly fatigue increases to encourage multiple team usage. This means if you previously needed 60 soldiers in a campaign you would now only require ~48. Indirectly adds more credits to each campaign due to the lack of need for so many recruits.&lt;br /&gt;
 - The alien base assaults only gain a single pod between subsequent tries (instead of double pods) but all start with a max leader level 8-man elite exalt squad - Makes them more challenging/engaging from the get go and they taper a little more gradually in difficulty. I like the idea that the exalt were helping the aliens with their alien bases too.&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Shredder damage taken is increased by 3x shots and 7x mayhem suppression (from 2x and 5x) - Significant increase in effectiveness of shredder ammo and Mayhem Suppression&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Grit grants %DR equal to 10 + half of the %HP lost (from just half of the %HP lost) - Buff to the pick on the Gunner and Goliath, makes the DR more significant&lt;br /&gt;
 - First Aid grants 1 medikit (from 2) - Nerfed, the injury reduction is quite strong&lt;br /&gt;
 - Aggression grants 10 crit per enemy in sight (from 5 normally and 10 for shotguns) - Makes the perk much stronger on non-shotguns&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Medikits now weigh 0 (from 0.6) - Makes them more reasonable to equip as an additional item on many soldiers and builds, reduced reliance on the medic, significant xcom buff&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Jaeger: Aggression replaced with Shadowstep - Helps the Jaeger maneuver through OW if it needs to and still can grant crit after moving&lt;br /&gt;
 - Infantry: Bullseye replaced with First Aid - Bullseye was really not a good pick for any build (especially with LeU), this increases the versatility of the infantry&lt;br /&gt;
 - Scout: Executioner replaced with Impact and swapped with Packmaster - The support scout was a little too strong with such S&amp;amp;M + Bullseye + Packmaster and didn&#039;t lose enough for the versatility, acts as a buff to the snapshot scout&lt;br /&gt;
 - Rocketeer: First Aid replaced with Bombard and swapped with Packmaster - The support rocketeer suffered from being at the back lines due to being slow and for positioning and not having the range to effectively use support grenades. Bombard and the rockeer&#039;s naturally high HP should sufficiencly accommodate for this weakness.&lt;br /&gt;
 - Assault: Tandem Warheads replaced with Mayhem - Differentiation of the greandiers. Both are fairly similar in strength, mayhem being strongest against single targets, tandem being stronger against multiple targets at the edge of the periphery&lt;br /&gt;
 - Goliath: Lock N&#039; Load replaced with Holo Rounds - Grants the shooter Goliath some strong support as well, and helps with it&#039;s aim, LnL wasn&#039;t as great on the shooter due to already having LeU for action economy and was a little too strong on a RR RfA build. Overall slight buff to the shooter and slight nerf to the OW.&lt;br /&gt;
 - Scout base will to 10 (from 15) - Nerf to the class overall&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where countercharge pops up as neural feedback&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.31.05 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Cadre no longer grants the xp up to the CPL rank (so the 5 CPL soldiers start at LCPL xp) but instead grants all active or fatigued soldiers 2xp each day - Makes the bonus less front loaded for experience, overall a buff&lt;br /&gt;
 - Basic Gauss and Basic Pulse research requires half the resources - Helps accelerate the player toward some reasonable weapons in the mid game&lt;br /&gt;
 - Experience gain for completely a normal/long mission increased to 120/170 (from 100/140) - Approximately 20% increase in experience gains, accommodates for less xp gains from XTP and officer perks&lt;br /&gt;
 - NeoPanzer reduces cost of SHIV/MECs and their primary weapons by 60% (from 45%) - Significant buff due to restriction on # of MECs and 1-battle limit of SHIVs&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Shred damage is now: This unit takes x% more damage where x is the previous shred damage taken (x2 for shots, x5 for mayhem suppresion, and 10x explosives) (from 20 + normal shred damage taken + 5x explosive shred damage taken) - Makes the actual damage done more important and subsequent applications more effective, also makes explosives more significant. Also makes shredder on the gunner not so dominant a pick with the penetrator move and helps rocketeers stay more useful late game with javelins.&lt;br /&gt;
 - Shock-Absorbent Armor now has a popup with the amount of DR it applied - Helps the player realize what&#039;s reducing their damage, QoL&lt;br /&gt;
 - Rocket scatter reduced by 12% - Increases accuracy of rockets to make them slightly more useful throughout the mid and late game when HP really picks up as rocketeers were falling off a little more than most classes&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Lock N&#039; Load no longer grants a free ammo, it just allows a 1AP reload or a free reload on dash - Pulls it back on various builds for balance&lt;br /&gt;
 - Fragmentation to a 30% chance (from 25%) - Slight buff for balance&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Battle Rifle gains 10 crit, SMG loses 10 crit, carbine loses 10 crit - balance&lt;br /&gt;
 - Plasma Battle Rifle grants +3 damage against targets at full HP (from +5 damage against targets in cover) - Improvement to use, as firing at targets in cover is often not ideal&lt;br /&gt;
 - MEC1 alloy and elerium cost reduced by half - Makes an early MEC more reasonable&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Critical System Targeting and Penetrator swapped on the gunner - The TSGT defining perk being CST didn&#039;t fit well with some of the builds, whereas penetrator is useful on all builds and feels useless against less enemies&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Seekers now take double damage when they are strangling someone - Makes it easier to recover as the damage they do, and the disabling they do is punishing enough and the original purpose for their resiliency when strangling was to make it more dangerous than revealing them which has definitely been accomplished&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Disabled the constant saving after every action in ironman games because it was causing a bug with some ability tracking&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.31.04 ==&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
 - Ring of Fire no longer starts with all elevators built and thermogenerators are no longer free - It was too much credit accumulation over a campaign as I underestimated the ability to get all of the thermogenerators up quickly, this still grants the cash but stops making it so easy to get it&lt;br /&gt;
 - XTP I/II/III programmes offer 3/5/10xp but for ALL soldiers (instead of 10/20/30 for just 2 ranks each) - Prevents feeling like you have to &#039;game&#039; the XTP system to max experience gains&lt;br /&gt;
 - Show &#039;Em the Ropes grants double xp for SGT ranks and lower (from triple for CPL ranks and lower) - Makes it more viable&lt;br /&gt;
 - Tricks of the Trade grant +20% xp for SGT ranks and higher (from +35%) - Balance vs SETR&lt;br /&gt;
 - Retraining the perks on a soldier costs 10 + 5/rank in days (from just 5/rank) - Makes it a little less reasonable to retrain soldiers throughout the game. Prevents &#039;early game builds&#039; from getting prioritized then dropped as often through campaigns, though still quite possible.&lt;br /&gt;
 - Adjusted the exalt reminder so it should NEVER miss an mission and always alert you before - Please let me know if anyone ever has a mission that occurs before the reminder as the code is native and I can&#039;t easily test it but it SHOULD work&lt;br /&gt;
 - Alien Metallurgy requires 20 drone corpses (from 30) - Makes it a little less campaign breaking if you&#039;re low in drone corpses&lt;br /&gt;
 - Alien Nucleonics requires 50 sectoid corpses (from 30) - Makes sectoid corposes a little more useful, especially since you don&#039;t need this tech as early&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - New ability berserk for XCOM: triggers similar to enrage but will have the unit reload, move towards the nearest enemy, and shoot, and then have all of their actions refunded be enraged - Helps with the comeback mechanic and feels cool&lt;br /&gt;
 - Removed the tutorial (intolevel) map - while a fresh and newer map, it had some cover bugs (more than usual) and no evac zone&lt;br /&gt;
 - Removed the mouse controls from the bottom left - Clears up some real estate for something that was used more often as a misclick than something you&#039;d purposely click&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Rift cooldown to 2 turn (from 4) - Stops the ethereal from just unloading and then spamming psi lance after, this is much more reasonable with the lower damage&lt;br /&gt;
 - Mind Control cooldown to 2 turn (from 4) - Stops the sectoid commander and ethereal from just unloading and then spamming psi lance after, this is much more reasonable with the hit chance&lt;br /&gt;
 - Clarified Countercharge with the following line: &#039;Multiple triggers of Countercharge will result in only the highest PsiRank Countercharge dealing damage&#039; - Helps players understand the underlying mechanics, QoL&lt;br /&gt;
 - Bloodlust now also causes each unit that dies within vision of the berserker to increase this berserker&#039;s damage by 1 and mobility by 0.6 - Buff to berserkers and not dealing with them first&lt;br /&gt;
 - One For All to 40% DR (from 30%) - Significant buff in tanking for MECs - With the offensive potential for MECs pretty high, it has made their tanking lag behind a little bit&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Assault: Fragmentation and Tandem Warheads swapped - No change in late game strength, but tappering off of early game strength as assaults are already quite strong early game it was creating an unreasaonble spike in the Assault Greandiers strength through progression vs other grenadiers&lt;br /&gt;
 - Medic: Brawler replaced with Lock N&#039; Load - Boost to the strength of the at range medic while also still boosting the CCS medic, also relinquishes the close-range master from the medic and back onto the assault&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Thinmen no longer leave an acid cloud when they die - It was too unpredictable. The mechanic felt more frustrating than engaging.&lt;br /&gt;
 - ExaltOperative/ExaltEliteOperative base HP to 7/12 (from 10/16) - With the improved AI they were a little too strong&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where Ready For Anything would prevent regular shots from triggering reaction fire (it should just be going on overwatch)&lt;br /&gt;
 - Fixed a bug where the movement display in F1 could be inaccurate sometimes&lt;br /&gt;
 - Fixed a bug where hit chances against flanked units would sometimes secretely be less than intended due to the game engine not updating the cover status quick enough&lt;br /&gt;
 - Fixed a bug where the game would freeze when an exalt could not decide whether or not to capture an area&lt;br /&gt;
 - Fixed a bug where even when indomitable triggered the unit would still die&lt;br /&gt;
 - Maybe fixed the squadsight grenade bug on Mutons (?), again, without a reproducible save it&#039;s difficult to know, but maybe this works&lt;br /&gt;
 - Various Typos&lt;br /&gt;
 - Fixed a bug where a unit that lost suppression mid turn would sometimes still have &amp;quot;Suppressed&amp;quot; in their F1 which is misleading&lt;br /&gt;
 - Fixed a bug where mobility wasn&#039;t displayed correctly in the tactical game sometimes&lt;br /&gt;
 - Fixed a bug where various multi-action abilities could sometimes still occur after being commanded&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.31.03 ==&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Suppressing a unit now turns off it&#039;s close combat specialist range indicator - QoL, makes more intuitive sense&lt;br /&gt;
 - Smoke and Acid indicators now highlight the targets that can be hit and should work on ALL missions types - No more arrows as I was able to reroute the function direction to the highlighting code, hopefully the best implementation yet&lt;br /&gt;
 - Covert Op Extraction reinforcements occur 1 turn later - Even further tone back&lt;br /&gt;
 - Being stealthed now counts as non-idle for the purposes certain abilities (e.g countercharge, ready for anything) - Prevents breaking stealth to perform certain abilities&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Overpower reduces the aim, mobility, throw range, and rocket accuracy of any unit that can see them by 20 + Will_difference/10 percent (from cancelling their turn after they act/move) - Make it much more consistent, prevents frustrating unexpected occurances due to RNG. It&#039;s a slight buff as the RNG could really hurt some well laid plans, but it also makes the ethereal more tanky due to defense stacking.&lt;br /&gt;
 - Rift extra damage is based on will_difference/40 (from will_difference/20) - Helps make it not such a deciding factor in battles by significantly lowering damage&lt;br /&gt;
 - Will to Survive grants 40% DR (from 35%) - Helps tanks really stick it out on the higher difficulties against high damage hits&lt;br /&gt;
 - Absorption Fields grants 35% DR (from 30%) - Helps tanks really stick it out on the higher difficulties against high damage hits&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Elerium Emitter charges to 2 (from 3), weight to 0.6 (from 0), and range to 6 (from 10) - Toned back, invisibility is just really strong - Even with this tone back (and the other nerfs) it still does some crazy strong stuff&lt;br /&gt;
 - KSM damage to 24 (from 20) - It has to be high damage, as requiring point blank is quite demanding&lt;br /&gt;
 - Standard grenade range of 10.6 change to 10 - Standardization, slight tone back on range by 6%&lt;br /&gt;
 - Psi Grenade range to 12 (from 13.3) - Slight nerf in range&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Sniper aim to 20 (from 25) - It didn&#039;t need the extra aim&lt;br /&gt;
 - All MECs gain +10 base aim for each class (+5 for the Goliath) - Boost to the general strength of MEC shooting power&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Sectopod Clusterbombs no longer have a shockwave - It was buggy and unnecessary due to the new AI and clusterbomb mechanics&lt;br /&gt;
 - Uber Ethereal gain 20 more will - Doesn&#039;t do that much, but makes sure it&#039;s at least higher than the highest ethereals leaders, feels weird when an ethreal leader has more will than the end boss of the game =P&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed multiple typos&lt;br /&gt;
 - Fixed a bug where grapple could reach 14.3 tiles and not the full 15 tiles&lt;br /&gt;
 - Fixed a bug where indomitable wouldn&#039;t trigger properly&lt;br /&gt;
 - Fixed a bug where EMP Cannon&#039;s cost was never decreased and should have been&lt;br /&gt;
 - Fixed a bug where the Shogun&#039;s aim growth was sometimes lower than intended&lt;br /&gt;
 - Fixed a display issue causing multiple popups on ethereals when they die&lt;br /&gt;
 - Fixed a bug where psionic hit chance popups were incorrect&lt;br /&gt;
 - Fixed a LW 1.0 bug where grapple would not update any volumes the unit was in (acid, smoke, rift, etc.)&lt;br /&gt;
 - Fixed a bug where distortion targets in the 18-20 tile &amp;quot;technically squadsight but leniency due to stepouts&amp;quot;-zone were not receiving any chance to be crit (note: squadsight is described as anything over 18 tiles)&lt;br /&gt;
 - Fixed a bug where the aim display on a unit&#039;s F1 tab was not correctly accounting for mind merge and greater mind merge&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.31.02 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - EMP cannon damage reduced to 350 (from 420) - They were too effective at clearing out fighters and destroyers, making some campaigns have the alien resources plummet and not be able to field enough air game strength into the late game&lt;br /&gt;
 - Destroyer HP to 2000 (from 1500) - Increased resilience to being shot down and thus less mitigation of panic increases and alien resource pinning&lt;br /&gt;
 - UFO Scouts have 3 less aliens on average - Significant buff, due to map size they were competing with mediums for difficulty, this should make them easier and feel more fair&lt;br /&gt;
 - Overseer HP to 3000 (from 4000) - Makes it easier to shoot down, especially with the EMP nerf&lt;br /&gt;
 - Augmentation changed: you no longer lose stats for having less than 8 base HP, into only requries 10 days (from 15), but your chance of successfully being augmented decreases by 20% for every HP below 8 and by 1% for every 10 days of injury/fatigue - Means that you will never create poor MECs and that it will just be more difficult/costly to turn low HP soldiers into MECs&lt;br /&gt;
 - Failure to convert a soldier into the MEC will occur immediately (if they fail) and will still cost the augmentation cost and the soldier will accumulate a wound equivalent to the time they would have spent being augmented&lt;br /&gt;
 - Advanced Conversion no longer makes Augmentation cost 0 meld, but instead grants 2 HP to all soldiers, but only for the purposes of MEC augmentation - Alteration and consistency with psionic training, also the reduced meld cost was broken with the new mechanic&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Enrage is only a 25% chance to trigger a 0 AP action (from 75%) but has a 5% chance to trigger per dead XCOM soldier (from 2%) and also increases throw range by 100%- at 75% it could reasonably lead to streaks of enrage that felt ridiculous. The higher proc rate, weapon damage, mobility, and reaction immunity (plus the new throw range) still make it strong.&lt;br /&gt;
 - A steadied weapon grants +50 aim, but only grants +2 pen if the soldier has 2 AP - Tones back strength of bullseye by 2 penetration&lt;br /&gt;
 - Smoke grenades and acid grenades no longer highlight players inaccurately, though it still displays a targeting reticle - QoL, prevents misunderstandings&lt;br /&gt;
 - Officers no longer have reduced fatigue time - Simplification and makes it harder to only use high ranked officers, spreads the commanding out&lt;br /&gt;
 - Fatigue and injury increases no longer increase by 5% each month but instead base fatigue time is +1 per month - Later game mission amounts tone down quite a bit allowing consistent use of A/B Team which is NOT intended or ideal, this makes a deep roster important into the end game. This also makes shorter missions still fatigue teams and longer missions not feel nearly as punishing.&lt;br /&gt;
 - When a unit is overpowered the camera will hover over them quickly - QoL so you know who gets overpowered and the camera won&#039;t move away quickly so you don&#039;t know&lt;br /&gt;
 - The first mission of the campaign always occurs on the &#039;URB_CommercialAlley_EWI&#039; map - Consistency and less unpredictability for a challenging filter mission&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Mind Merge now grants immunity to overpower - More effective counters to overpower&lt;br /&gt;
 - Combat stims now grant immunity to overpower - More effective counters to overpower&lt;br /&gt;
 - Steadfast reduces the chance to be hit by psionic attacks and overpower by 50% (from 30%) - Significant buff to the alien trophy, will to survive, and Fortified&lt;br /&gt;
 - Snapshot grants a 60% chance for a free shot (from 50%) - Significant buff - with the lack of synergy with both bullseye and disabling shot, the strike rifle snapshot build took some serious hits and could use a boost&lt;br /&gt;
 - Indomitable works when the unit has more than half health (from full health) - Prevents just &#039;ticking&#039; the unit to disable indomitable (like with a bullet wizard or a single grenade)&lt;br /&gt;
 - Mind Control hit chance is reduced by half (instead of having a -50 hit chance modifier) - Significant buff to XCOM when dealing with really high will psionic enemies. This makes it so that really high will chance of mind control are not always 100% and the hit modifier does nothing, and so that really low will chance of mind control are not always 0% and the ability has no chance to succeed.&lt;br /&gt;
 - Psi Panic and Mind Fray final hit chance is reduced by 25% - Makes them less powerful and less consistent, balance on the trees and lowering of the disabling strength of psionics&lt;br /&gt;
 - Extra Conditioning reduces fatigue/injury time by 20% (from 30%) - Was too strong on a strategic level, despite being deceptive in its strength and not picked as often after performing some paper napkin math on soldiers and fatigue it appeared that NOT picking EC on basically everyone was a mistake at 30%. 20% made it still probably the strongest choice, but more reasonable.&lt;br /&gt;
 - Combined Arms grants +1 damage to all weapons and equipment (from +1 pen) and Comaraderie has a 20% chance for bonus stats (from 50%) - Significant buff to combined arms, balance on the FCmdr rank&lt;br /&gt;
 - Sapper deals double environmental damage and +1 damage and +1 penetration to explosives (from triple enviro damage) - Significant buff on damage, further nerf on cover destruction - keep grenades from being more utility and minimizing overall cover destruction, especially on late game Engineers (and Shoguns) who can deploy a lot of sapper greandes&lt;br /&gt;
 - Psychokinetic Strike has a 5 turn cooldown (from 8) - Significant buff, It was not competitive at 8&lt;br /&gt;
 - Overpower occurs at 20% of the unit&#039;s will (from 25%) - Slight nerf&lt;br /&gt;
 - Neural Feedback rework and renamed to Countercharge: Causes enemies within line of sight that act to take 3 + PsiRank/2 psionic damage. The chance to trigger is Will/5. Target Will: 50.&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Aegis armor HP to 11 (from 9), Titan and Archangel armor HP to 16 (from 14), Banshee armor grants tactical mobility (instead of low profile) - Balance of armor types, removable of perk duplication ala sightings&lt;br /&gt;
 - Illuminator Gunsight mobility to 0 (from -0.6) - Balance vs other options&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Sectopod Cluster bomb deals 20 base damage (from 30) - Significant buff for XCOM, makes it a less likely to be OHKO when you get hit by it&lt;br /&gt;
 - Ethereal/Uber Ethereal base will lowered by 20 and will growth lowered to 30/40 (from 40/60) - Significant buff for XCOM, makes will modification much more effective against them&lt;br /&gt;
 - Seekers no longer gain additional DR when strangling - Now that they shred and deal half damage, gaining additional DR seems unnecessary/overkill, previously it was used as a means to make their strangle signifcant and effective, but we have already more than achieved that&lt;br /&gt;
 - Sectoids will to 55 (from 35) - With the reduction in final hit chance of psi panic and mind fray they needed a boost&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where neural feedback would not activate against mind merge or greater mind merge&lt;br /&gt;
 - Clarified that Impact only clears overwatch if it actually damages the HP of the unit - Distortion and psi shield and prevent this&lt;br /&gt;
 - Fixed a bug where seeker strangle shredding was acting as if it was explosive damage for the purposes of shred&lt;br /&gt;
 - Attempted fix on enemies throwing greandes from squadsight - Hard to verify because I do not have a reproducible save, likelihood is high that it&#039;s fixed though&lt;br /&gt;
 - Attempted fix on enemies prematurely ending their turn - Hard to verify because I do not have a reproducible save, likelihood is less than above, maybe 30%?&lt;br /&gt;
 - Again fixed SKYRANGER_CAPACITY so that it works on abductions and some other missions where it still was not&lt;br /&gt;
 - Fixed a bug where the gunner didn&#039;t get it&#039;s new MSGT perks updated&lt;br /&gt;
 - Fixed a bug where units stepping out would be considered in squadsight range&lt;br /&gt;
 - Fixed a bug where the HP pip color wouldn&#039;t update as frequently as ideal leading to some inaccurate HP colors&lt;br /&gt;
 - Fixed a bug where too many enemy units overwatching at the same time would cause a CTD&lt;br /&gt;
 - Fixed a bug where sharpshooter sometimes wouldnt&#039; give +15 aim against a biologic unit&lt;br /&gt;
 - Fixed a bug where squadsight aim penalties were not being applied correctly&lt;br /&gt;
 - Fixed a bug where the ACTUAL reserach for aliens was 0.7/0.8/0.9/1.0 (instead of 0.8/0.9/1.0/1.1) but decided to leave the bug in as a feature as the game is pretty challenging as is&lt;br /&gt;
 - Fixed a bug where telekinetic field was working on some non-explosive abilities and not working on some other explosive abilities&lt;br /&gt;
 - Fixed a bug where the exalt scan reminders would sometimes fail to remind before an event occurs&lt;br /&gt;
 - Fixed a bug where difficult to acquire council requests would not provide enough time to fullfill them&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.31.01 ==&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Readded the aiming reticle to smoke/acid (so now you see the reticle AND the arrows) - Probably the best of both worlds&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Indomitable reworked to: If at full HP, fatal damage reduces this unit to 1 HP instead - It&#039;s originally intention was to prevent OHKOs and alpha striking, so this still accomplishes it without feeling so punishing&lt;br /&gt;
 - Insentient Crush deals 20% of max HP in damage (from 30%) - It&#039;s deadly enough at 20%&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Marauder MSGT perks Killer Instinct and Aggression replaced with Sprinter and Shadowstep - The crit perks were not effective on any of the builds and felt awkward&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Heavy Floater HP increased to base 20 (from 16) - As one of the last enemies in the game, and without the previous strength of indomitable, they needed a little more resilience&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Typos&lt;br /&gt;
 - Fixed an issue where mobility was beign displayed as 1.9 and 3.9 instead of 2 and 4&lt;br /&gt;
 - Fixed a bug where Brawler wasn&#039;t granting additional aim&lt;br /&gt;
 - Grapple no longer avoids reaction fire and suppression fire - Turns out it was always bugged and never worked, and the code I thought I could get to work won&#039;t&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.31.00 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Muton Elites, Sectopods, and Ethereals appear one alien level earlier (and upgrades adjusted accordingly) - There was a problem with not encountering high level enemies, especially on lower difficulties, but this was even occuring on impossible difficulty which was stalling out campaigns unnecessarily and creating a weird dip in the difficulty curve&lt;br /&gt;
 - Close Combat Specialist on the SHIV from SHIV Advancements II has been replaced with Brawler - Overall a buff, as the hit chance was so low that it was often a forced waste of ammo&lt;br /&gt;
 - Retraining a soldier now costs 5 days per rank (from just 15 days flat) - Makes it harder to just respec your A-Team as you need, while making it easier to respec low level soldiers, increase in overall difficulty of respecing mid-game&lt;br /&gt;
 - Mexico start bonus Ancient Artifact no longer grants a cognitive enhancer but instead receives 2 illuminator gunsights - Was a little too strong, the gunsights are enough of a bonus&lt;br /&gt;
 - Australia start Per Ardua Ad Astra grants +3 will (from +2) - Balance&lt;br /&gt;
 - Canada start Advanced Preparations grants 5 additional soldiers to start with - Balance&lt;br /&gt;
 - Canada start Cadre grants 5 CPLs (instead of 8 LCPLs) - In hindsight, the bonus was so front-loaded in a campaign that it was likely not ever OP, just felt that way off the start - the nerf just made this start unreasonable&lt;br /&gt;
 - China start Assembly Line grants 20 engineers (from 8) - Significant boost, the difficulty in expansion keeps this boost in check&lt;br /&gt;
 - India start Research Focus grants 20 scientists (from 12) - Significant boost, the limited resources keep this boost in check&lt;br /&gt;
 - Japan start Ring of Fire now has each Thermo Generator grant $100 credits in production value - Significant boost, this was always a weaker start and is now quite interesting&lt;br /&gt;
 - USA start Cheyene Mountain now reduces excavation costs by 80% (from 65%) - Significant boost&lt;br /&gt;
 - USA start We Have Ways now reduces autospy and interrogation time by 90% (from 70%) - Boosted&lt;br /&gt;
 - Alien base assaults gain more pods after each attempt - Makes them less farmable (see wiki for details)&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Smoke and Acid grenades no longer have a circular targeting reticle but instead just indicate units that would be affected by the smoke/acid with arrow - QoL, prevents quite misleading information from the targeting reticle&lt;br /&gt;
 - Fixed a bug where all mobility and range for tiles was off by ~7% - Note this will change a bunch of common tile numbers you were seeing in the game&lt;br /&gt;
 - Fixed an issue with increased bugs on high game speeds: Max speed of the game is now capped at x4 - Too many bugs could be reproduced with 8x speed &lt;br /&gt;
 - Overwatching with a unit will not trigger all reaction fire, but just a single reaction shot - Coding limitation, szmind and I spent many hours on this only to end up with buggy awful solutions, so this is now a feature =D. And...  it&#039;s kind of a cool feature. =P&lt;br /&gt;
 - Being suppressed now counts as NOT being idle - This change affects abilities like Ready For Anything that require an idle unit to activate&lt;br /&gt;
 - Grapple costs 1 AP (from 0 AP) but has no limit on the number of uses - It was too powerful for rocketeers/snipers and was being used more of as a one-time jet boost than a movement tool which is was intended for, this should hit the intention better while not making it so powerful (note: it still pulls away from suppression/reaction fire)&lt;br /&gt;
 - Shred does 20 + normal shred damage taken + 5x explosive shred damage taken (from 30) - Tone back on the strength of shredder so that the ammo doesn&#039;t feel as mandatory and the gunner tree isn&#039;t as imbalanced&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - New Perk: Indomitable - Damage received is capped at 50% of this unit&#039;s max HP - Helps prevent alpha striking and OHKOs&lt;br /&gt;
 - Neural Feedback no longer affects the cooldown of psionic abilities - It only did in some situations, I couldn&#039;t figure out how to control it, this is a lot more simple and clean&lt;br /&gt;
 - Snapshot now prevents overwatch from triggering reaction fire - Slight buff, makes sense with the perk, feels good&lt;br /&gt;
 - Brawler grants 30 aim and 30 DR (from 25 of each) - Slight buff&lt;br /&gt;
 - Ranger grants 10% throw range (from 20%) - Nerf to the strength of the perk on supports and grenadiers&lt;br /&gt;
 - Concealment again requires that you walk (instead of dash) - The strength is simply too high at revealing pods and getting the jump on all pods. The scout is strong enough on it&#039;s own that it doesn&#039;t need concealment to be so powerful.&lt;br /&gt;
 - Reconnaisance will no longer trigger if the scout is dashing - It&#039;s hard to hear when you&#039;re sprinting -- also serves as a QoL if you&#039;re moving quickly and don&#039;t want to get the updates&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - AutoSentry Turrent grants Close Combat Specialist (instead of Reactive Targeting Sensors) - Since it was removed from SHIV Advancements II it is now still available here, RTS was a little too strong on low aim SHIVs and CCS was a core part of encouraging close range SHIV that I did not intend to remove&lt;br /&gt;
 - Reduced the alloy and elerium cost of Pulse weapons, alloy cost of Gauss weapons increased - Pulse was not supposed to be so much more expensive than Gauss and act as too much of a barrier to plasma, now Pulse and Gauss should be seen as competitive, with Gauss being quicker to get, but much more expensive on alloys, and pulse being cheaper to produce, but requiring more of the elerium which is needed for plasma&lt;br /&gt;
 - Aegis Armor was supposed to either have lost DC or significant stats, but it never did, so Aegis loses DC - Balance vs other armors, it was clearly (and inadvertently) overpowered&lt;br /&gt;
 - Acid Grenade radius to 2.5 (from 3) - Slight nerf, it&#039;s quite strong&lt;br /&gt;
 - Javelin Rocket to double weapon damage (from triple) - I always felt it was effective at double, but was persuaded to move it higher (from players that were not using it very effectively) which I now think was not a reasonable change&lt;br /&gt;
 - Cognitive Enhancer no longer grants aim and crit - The xp bonus is strong enough on its own&lt;br /&gt;
 - Flak ammo reduces aim by 5 - Slight tone back in strength as it&#039;s very strong&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Assault Mayhem replaced with Fragmentation - Slight tone back on strength of later game Assault Grenadier (was a little too strong)&lt;br /&gt;
 - Gunner gains +5 base aim - Helps with progression and the nerf didn&#039;t need to be so severe with the OW aim fix&lt;br /&gt;
 - SHIV/Alloy SHIV/Hover SHIV armor HP to 8/16/14 (from 10/22/16) - Slight tone back as they are quite strong and were replacing biotanks a little too easily, a lot of this is due to the paucity of CST that used to exist&lt;br /&gt;
 - Maraduer Opportunist replaced with Impact - Opportunist was too strong on the RR build &lt;br /&gt;
 - Marauder Bring &#039;Em On and Killer Instinct swapped - Prevents a strong crit line from not being able to support any of the major builds&lt;br /&gt;
 - Gunner Lock N&#039; Load swapped with Bring &#039;Em On - Makes a more competitive choice for the Bullet Wizard at GSGT while giving the other builds an earlier option for ammo&lt;br /&gt;
&lt;br /&gt;
AI:&lt;br /&gt;
 - Exalt will not always directly sprint towards the capture location - They will still go for the capture location, but a &amp;quot;little&amp;quot; less rambo style (it&#039;s not perfect, but it&#039;s better)&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - The following units receive the indomitable perk: Muton Elites, Berserkers, Heavy Floaters, Outsiders&lt;br /&gt;
 - All exalt leaders gain 20 will per leader level (except for Iago who gains an additional 60 will at his level for +100 will total) - Buff to exalt leader will as it felt too low&lt;br /&gt;
 - Level 5/9 Berserkers Leaders gain +6/10 damage (from +4/4) and +20/30 will (from +10/10) - Boost to strength of Berserker leaders&lt;br /&gt;
 - Berserker and Chryssalid level 9 leaders gain Brawler - Boost to resiliency of max level leaders&lt;br /&gt;
 - Sectoid commander will to 90 (from 80), and hp to 12 (from 10) - Slight increase in difficulty&lt;br /&gt;
 - Sectoid Commander / Ethereal Bounty back to 20/80 (from 40/120) - Reversion - the increase was displacing the need for elerium which was supposed to be more rare&lt;br /&gt;
&lt;br /&gt;
Exalt Elite Gene Mods:&lt;br /&gt;
 - Exalt Elite Operatives gain Muscle Fiber Density and Advanced Perception&lt;br /&gt;
 - Exalt Elite Snipers gain Predictive Tracking and Adrenaline Surge&lt;br /&gt;
 - Exalt Elite Heavys gain Iron Skin and Neural Dampening&lt;br /&gt;
 - Exalt Elite Medics gain Smart Macrophages and Adaptive Bone Marrow&lt;br /&gt;
 - Iago gains all 8&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where native code was removing will from units from red fog and my code was doing this as well so it was doubling the effect that redfog was having on will&lt;br /&gt;
 - Fixed a bug where reaction shots were gaining the cover bonus of flanked units&lt;br /&gt;
 - Fixed a bug where reaction shots were gaining a 8-15 bonus hit chance&lt;br /&gt;
 - Fixed a bug where SKYRANGER_CAPACITY was not working from the dgc.ini&lt;br /&gt;
 - Possibly fixed a bug where trying to select your unit would only show the tiles that another unit could move, especially after using combat readiness &amp;quot;J&amp;quot;&lt;br /&gt;
 - Fixed mindfray predicted damage (again, but it actually works this time) =D&lt;br /&gt;
 - Fixed a bug where bullseye was still granting +50 crit&lt;br /&gt;
 - The gene mods listing on the perk tree image was updated with Advanced Perception&lt;br /&gt;
 - Fixed various typos&lt;br /&gt;
 - Possibly fixed a bug where Mutons could throw grenades extremely far&lt;br /&gt;
 - Tried to fix the bug again where psionics were triggering impact&lt;br /&gt;
 - Fixed a bug where the SHIV could &#039;sometimes&#039; hold capture points on data recovery missions - This was supposedly disabled, but sometimes would still occur - should be completely disabled now&lt;br /&gt;
 - Fixed a bug where enemies would sometimes not go on overwatch when they should&lt;br /&gt;
&lt;br /&gt;
= LW Rebalance v1.30 =&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.30.05 ==&lt;br /&gt;
&lt;br /&gt;
QoL:&lt;br /&gt;
 - Improved some of the country ratios so that countries you start in have a higher proportion - QoL, helps with home sweet home bonus&lt;br /&gt;
 - Pressing &amp;quot;J&amp;quot; now automatically selects another unit - Just for ease of use when playing&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a LOT of bugs on maps where sometimes the alien heads would show a flank but the targeting wouldn&#039;t (or viceversa) - Basically I just rewrote the code that decides what is a flank to use the exact same function so they will at least always match up now&lt;br /&gt;
 - Fixed a bug where everyone within 4 tiles was getting the Brawler +25 aim bonus showing up as an unknown +25 aim bonus&lt;br /&gt;
 - Fixed a bug where CCS was not reducing the aim by 50 correctly (and in the majority of situations)&lt;br /&gt;
 - Fixed a bug where the mists were still set to 5 HP&lt;br /&gt;
 - Clarified the lack of proximity damage estimations on MEC mounted weapons&lt;br /&gt;
 - Fixed a bug where enemies that were flanked with a distortion bonus would sometimes gain additional defense&lt;br /&gt;
 - Fixed a bug where the estimated damage for mindfray would often include DR still (despite it actually bypassing DR)&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.30.04 ==&lt;br /&gt;
&lt;br /&gt;
QoL:&lt;br /&gt;
 - Added some info that covert operatives have 50% reduced mobility&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug with smoke: units are now immune to triggering overwatch when in smoke or when moving out of smoke through a full tile of smoke - It&#039;s a big work around but it stops the problem with multiple smokes not protecting you from overwatch between them - Feel free to run through multiple chained smokes now!&lt;br /&gt;
 - Fixed a bug where someone hacking a relay or difusing a bomb would get an action from scamper (they should not)&lt;br /&gt;
 - Fixed a &amp;quot;BUG&amp;quot; where the arc rifle wasn&#039;t doing enough damage, so it now does +8 vs mechanicals (+14 with the supercapcitors upgrade)&lt;br /&gt;
 - Fixed a &amp;quot;BUG&amp;quot; where the gunner still had aim growth (they now have none) as it was too strong with the SAW/LMG and the suppression/flush combo that all gunners have (note it won&#039;t work retroactively so any already promoted gunners are unaffected)&lt;br /&gt;
 - Overpower no longer works if the overpowering unit is maimed&lt;br /&gt;
 - Fixed a bug where &amp;quot;Someone is there&amp;quot; tile scanning code would trigger for civilians&lt;br /&gt;
 - Fixed a bug where AP grenades were not triggering as much shredder application as they should&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.30.03 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes: &lt;br /&gt;
 - Fixed some typos&lt;br /&gt;
 - Fixed a CTD on base defense missions&lt;br /&gt;
 - Fixed a &amp;quot;BUG&amp;quot; where Shred was too powerful from bullets so shred reworked to: [This unit takes (30 + normal shred damage + 5x explosive shred damage)% in extra damage]&lt;br /&gt;
 - Fixed another &amp;quot;BUG&amp;quot; where shredder ammo no longer needed it&#039;s aim malus, so it&#039;s aim is back to 0 (from -15)&lt;br /&gt;
 - Fixed a CTD at the beginning of exalt missions (again, hopefully for the last time)&lt;br /&gt;
 - Fixed a bug where holo would grant more aim on reaction shots against units in cover&lt;br /&gt;
 - Fixed a bug where penetration was not applying correctly on MiNEs&lt;br /&gt;
 - Fixed a bug where the description of various technologies was misleading&lt;br /&gt;
 - Fixed a bug where alien aggression would rarely decrease at a faster rate than intended&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.30.02 ==&lt;br /&gt;
&lt;br /&gt;
QoL:&lt;br /&gt;
 - Removed the Ready For Anything popup as it was redundant with the OW popup - Less spam on the screen&lt;br /&gt;
 - Orange Pips (indicating danger of reaction fire) will now be disabled with abilities that grant immunity to reaction fire (smoke, RnG, etc.) - Makes more intuitive sense so that when you see orange you know you&#039;re in trouble&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Increased abduction rewards from starts now occur after randomization and after a minimum of 1 - Makes it feel like the rewards are increased and that it&#039;s not a bug&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - &amp;quot;Disorient&amp;quot; lowers will by 50 (from 20) and mobilty by 50% (from 60%) - Massive boost. This makes it more effective at lowering the strength of enemy psionics and making enemies suceptible to your own will-based attacks. The mobility reduction was to accommodate for the significantly decreased mobility gains of aliens (as too much mobility reduction really just neuters melee units). Overall this is a significant buff to concussion grenades and significant buff to support classes.&lt;br /&gt;
 - Tactical Brilliance triggers (from Command) will now cap at 50 will (from 60 will) - Makes them slightly less effective, puts less pressure on high will officers&lt;br /&gt;
 - The -10 aim and +30 defense from the In Smoke buff now affects psionic abilities as well - Makes smoke an effective deterent for psionic attacks, significant buff to smoke and thus support classes&lt;br /&gt;
 - Automatic Reinforcements on Covert Op Extractions are reduced by 1 turn - Slight tone back, makes it a little easier to get out before you get overwhelmed&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Squadsight penalties kick in as soon as it&#039;s being used, i.e. at 18.7 tiles (instead of at 20 tiles) - Slight nerf, makes sense as you&#039;re relying on your squad to help you site the target&lt;br /&gt;
 - Onslaught no longer allows movement after use - This perk is the main reason the Marauder is a little too strong and simply put: 2 KSMs in a row needs more draw-back than just 50% reduced mobility&lt;br /&gt;
 - Close combat specialist shot damage increased to 100% (from 50%) but has a -50 aim malus - This makes it so being really close (e.g. +80 aim bonus with shotgun) still hits at ~100% but being at max range (4 tiles) with a regular weapon (+30 aim) has a chance to miss (-20 aim total), overall significant buff.  Also note that with a shotgun at 4 tiles the aim malus is almsot completely negated by the shotgun close proximity bonus (8*6 = 48).&lt;br /&gt;
 - Brawler grants 25% DR within 4 tiles (from 20%) and +25 aim (from +1 damage) - Buff to close range combat, offsets the aim malus from CCS, grants additional crit from spill over on regular shots&lt;br /&gt;
 - Combat Drugs no longer grants additional will (from +10 will) and only heals 35% of damage received (from 40%) - Nerf to accommodate the additional 30 defense vs psionic attacks&lt;br /&gt;
 - Bullseye no longer grants additional crit (from +50 crit) - The +50 aim and +2 pen was actually quite powerful and sometimes its easy to forget how much of a boost that is, the additional crit was not necessary&lt;br /&gt;
 - Extra Conditioning grants 30% reduction in fatigue/injury times (from 20%) - Slight boost for balance&lt;br /&gt;
 - Eagle Eyes remade into &amp;quot;Advanced Perception&amp;quot;: allows this unit to react earlier to incoming fire, causing 10% of all shots to graze, dealing only half of their original damage - Eagle eyes was bad for 2 reasons: 1) It focused on only 2 classes and 2) The purpose of squadsight penalites was to prevent cheese and eagle eyes was circumventing this. Advanced Perception is now a perk that all soldiers can use but is specifically helpful for tanks.&lt;br /&gt;
 - Disabling Shot now affects all enemies (from just biologic enemies) but requires 2 AP and a steadied weapon to work - Means it requires a lot more setup, but still works against the most effective enemies to disable&lt;br /&gt;
 - Adrenal Neurosympathy triggers at 5% per enemy in sight (from 10%) - Was a little too strong and too frequent, especially in dense battles&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Restorative Mist heals for 7 (from 5) - Significant boost to MEC healing (especially due to packmaster only granting 1 additional mist)&lt;br /&gt;
 - Marksman Scope no longer reduces the squadsight penalty - It actually was bugged and never did, theoretical nerf to mobile squadsight, but technically no change&lt;br /&gt;
 - Strike Rifle crit to 20 (from 30) - Slight tone back, balance&lt;br /&gt;
 - Battle Rifle crit 0 (from 10) - Slight tone back, balance&lt;br /&gt;
 - SMG and carbine ammo to 2 (from 3) - Significant tone back in flexibility while not changing their hitting power, their strength mostly comes from how effective extra mobility is&lt;br /&gt;
 - Carbine crit to 20 (from 10) and SMG crit to 40 (from 30) - Buffs to both to accommodate ammo loss&lt;br /&gt;
 - Shotgun Mobility to 0 (from -0.6) and ammo to 3 (from 4) - Buffed, it was too slow for a close range weapon, slight nerf of consistency with the decreased ammo&lt;br /&gt;
 - Neural Gunlink crit to 20 (from 10) and no longer grants aggression - Slight nerf, and prevents overlapping with class perks&lt;br /&gt;
 - Illuminator Gunsight aim to 15 (from 10) and no longer grants executioner - Slight nerf, and prevents overlapping with class perks&lt;br /&gt;
 - Shredder ammo aim malus to -15 (from 0) - It was replacing other shred options and forcing players to stick to gauss despite advancing due to it&#039;s sheer strength, this should put it more in-line with the other ammos and not be such a stopper towards progression&lt;br /&gt;
 - Javelin rocket deals triple damage (from double) - Helps make it relevant when it hits and helps it apply more shred&lt;br /&gt;
 - Conduit now grants 20% DR (from 15%) and 40% weapon damage to explosives only (from +20% weapon damage to all weapons and equipment) - Slight tweak, slight buff, takes the focus off of shooters who have the neural gunlink and gives a psionic item for both tanks and explosive users to use&lt;br /&gt;
 - SAW/LMG Ammo to 4/5 (from 5/6) - Tone back on gunner strength&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Rocketeer Executioner replaced with Critical System Targeting - Increased access to anti-mechanical shooters&lt;br /&gt;
 - Infantry Suppression replaced with Critical System Targeting - Increased access to anti-mechanical shooters, reduced access to suppression&lt;br /&gt;
 - Marauder Run and Gun replaced with Opportunist - Run and Gun was a little too strong (the original reason it was removed) on a unit that doesn&#039;t require cover&lt;br /&gt;
 - Marauder Sentinel replaced with Rapid Reaction - Lowers the damage on reaction shots (no opportunist) and grants consistency of OW style with MECs&lt;br /&gt;
 - Marauder Impact replaced with Bring &#039;Em On - Encourages straight shooting as opposed to overwatch as the CCS + Impact combo was a little too strong&lt;br /&gt;
 - Assault Shadowstep replaced with Opportunist - Shadowstep was redundant on RnG builds and opportunist sinks more into the CCS build&lt;br /&gt;
 - Gunner Shredder and Holo Rounds swapped - Gives the ability to put shred into non-BW builds&lt;br /&gt;
&lt;br /&gt;
Aliens: &lt;br /&gt;
 - Outsider Level 1 leaders gain Lock N&#039; Load - Makes trying to run them out of ammo less debilitating&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a typo on the tech tree&lt;br /&gt;
 - Fixed a bug where Sectoid Commander Autopsy required Xenogenetics instead of Xenobiology&lt;br /&gt;
 - Fixed typos on some perks&lt;br /&gt;
 - Fixed descriptiong of meld healing&lt;br /&gt;
 - Fixed a slurry of slightly misnamed descriptions and abilities&lt;br /&gt;
 - Shielding Pod was described under muton Autopsy when it should have been muton Interrogation&lt;br /&gt;
 - Fixed a bug on the display of ready for anything&#039;s crit reduction&lt;br /&gt;
 - Fixed a bug on the display of the Executioner perk&lt;br /&gt;
 - Fixed a bug with mimic beacons not working correctly&lt;br /&gt;
 - Fixed a long time bug where some enemies would still go on OW when they couldn&#039;t see any XCOM&lt;br /&gt;
 - Fixed a bug where the # of soldiers allowed on the temple ship mission was off by 1 sometimes&lt;br /&gt;
 - Fixed a bug where Electro Pulse could last longer than intended on aliens&lt;br /&gt;
 - Fixed a bug where Iago would sometimes not appear on the Exalt Base Raid&lt;br /&gt;
 - Fixed a bug where executioner was granting 30 aim instead of 40&lt;br /&gt;
 - Fixed a bug where Jai Vidwan was not granting double scientists from abductions&lt;br /&gt;
 - Fixed a bug where psi damage would sometimes trigger Impact&lt;br /&gt;
 - Fixed a bug where you could accidentally disable a 2nd SHIV by clicking back and forth between 2 SHIVs quickly&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.30.01 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed Medic and Engineer being assigned 1.5 base HP (instead of the intended 1 HP)&lt;br /&gt;
 - Fixed Shogun receiveing 15 base aim (instead of the intended 20 base aim)&lt;br /&gt;
 - Fixed a bug where you could still get level 1 leaders on the first alien level&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.30.00 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - OTS costs for officer projects increased by 50% - Makes their purchase more of a consideration, acts a slight cash sink into the mid and late game, slight buff to special warfare school&lt;br /&gt;
 - The grey market price for all items will be 100% for the first month - Prevents too much variability in campaign starts (encouraging restarts)&lt;br /&gt;
 - Augmentation base time (for MECs) increased to 15 days (from 10) - Slight increase in time required, lowering overall capacity, trying to make MECs feel a little more like psionic units&lt;br /&gt;
 - Augmentation bonus stats (for MECs) from HP considers the unit&#039;s HP - 8 (instead of the unit&#039;s HP - 6) - It was quite common to have units over 6 HP which was giving MECs a lrage unideal stat boost, this makes their stat gains/loses more reasonable&lt;br /&gt;
 - Legacy of Uxmal grants 6 will for the purposes of Psi Training (from 12) - Nerfed due to the increased strength of psionic individuals&lt;br /&gt;
 - At alien level 1 the aliens will not send out raiders anymore - Smooths out the variance in the air game during the first few months&lt;br /&gt;
 - Annette Durand gains 1 HP and mindfray instead of neural feedback - Help satisfy the Annette lovers out there&lt;br /&gt;
 - Meld healing now costs 40 meld + 1 meld for every 2 days of injury or fatigue - Makes it a lot cheaper for larger injuries and less able to be used for smaller injuries&lt;br /&gt;
 - Alien Command and Control Research (required for Gollop Chamber) requires Ethereal Autopsy (instead of Sectoid Commander Interrogation) - Requires players to encounter and kill ethereals before finishing the game&lt;br /&gt;
&lt;br /&gt;
Tacitcal:&lt;br /&gt;
 - Unlimited AP discounting abilities (enrage and conduit) now only affect &amp;quot;idle-ending&amp;quot; abilities - These are abilities that after being executed, the unit is idle. An example is shooting a weapon. Examples of a non-idle-ending ability are suppression or hunker, where after executed the unit is not idle. This was changed to prevent bugs.&lt;br /&gt;
 - Covert Operatives now have a mobility debuff of -50% - Helps prevent low mobility from being too slow and high mobility units from not being slow enough (note: the leather jacket mobility is significantly buffed), overall decrease in mobility though&lt;br /&gt;
 - Covert Operative Extraction missions now have reinforcements start spawning 3 turns earlier than before - Means that there is a lot less wiggle room to &#039;set up&#039; the first hacks&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - New Gene Mod (replaces Hyper-Reactive Pupils), Eagle Eye: Squadsight aim penalties are reduced by 50% - the missing and then storing the aim for later felt lame&lt;br /&gt;
 - Impact reworked slightly: it now grants a 30% chance to reaction shots to end their target&#039;s turn (from a 20% chance to cancel an action and end the targets turn on non-moving targets only) - The change really helps shut down enemies when they goto move and fire or if they have multi-action perks, but no longer cancels the current action (due to bugs)&lt;br /&gt;
 - Executioner grants 40 aim (from 30) against targets below half health - Buffed, extra aim can flow over into crit and help eliminate wounded high defence targets (e.g. floater leaders)&lt;br /&gt;
 - Mayhem reverted to 50% damage on strike rifle and 70% damage on sniper rifles - Slight tone back&lt;br /&gt;
 - Double Tap grants 10 aim when fired at 2 AP (from 15) - Slight tone back, balance with ITZ, balance on engineer/gunner shooter builds&lt;br /&gt;
 - VPT grants 50% damage at point blank (from 60%) - It was acting as too much of a damage amplifier on both aliens and XCOM&lt;br /&gt;
 - CST grants 40% damage (from 50%) - The 50% was high enough to start excluding other options save CST units for dealing with mechanicals, this makes the anti-mechanical role a little less exclusive, and also lightens up the pressure on SHIVs and MECs&lt;br /&gt;
 - Inspired Tenacity (officer perk) grants 15% DR in cover (from 20%) - The cover DR was stronger than the 10 def overall, this should balance the options out a little more&lt;br /&gt;
 - Close Combat Specialist grants a 50% weapon damage shot (from 70%) - The free shots were still quite strong making it an imbalanced pick on the Assault and Marauder&lt;br /&gt;
 - Brawler grants 20% DR and +1 damage to ALL shots (from 30% DR and 30% WEAPON damage to REACTION shots) - Slight rework, makes it a boost to active shooting in close range, toned back in other aspects, not so linked to CCS&lt;br /&gt;
 - Grit to +4 HP (from +5) - Was really strong on the gunner tank&lt;br /&gt;
 - Collateral Damage requires 2 AP - Reduces it&#039;s ability to destroy cover as easily (as it&#039;s quite strong)&lt;br /&gt;
 - Packmaster now affects mists, grenade launchers, and flamethrowers - Necessary for use on the Shogun&lt;br /&gt;
 - Telekinetic Field now reduces explosive damage by 90% (from 75%) - makes it a more effective counter to cluster bombs&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Reinforced plating mobility to -0.6 (from -1.2) but HP to +2 (from +3) - Mobility was so important that the reinforced vest stopped being competitive quickly&lt;br /&gt;
 - Regenerative plating HP to +2 (from +3) - Nerfed to bring it more inline with other tank platings&lt;br /&gt;
 - MEC1 cost cost increased and DR to 1 (from 2) and mobility to 0 (from 1.2) - Tone back on production efficiency as the MEC1 is quite strong and (due to stats and cheap cost) was making MEC2 feel like a mistake to produce (due to the cost efficiency of the MEC1)&lt;br /&gt;
 - Conduit toned back slightly to 20% weapon damage, 15% damage reduction, and 10% free action (from 35/25/15) - It was quite strong&lt;br /&gt;
 - Leather Jacket mobility to 2.5 (from -1.2) - Significant buff due to new mobility malus on covert operatives&lt;br /&gt;
 - Neural Gunlink to +10 aim/crit (from +15) and grants aggression (from sharpshooter) - Tone back on it&#039;s strength, makes it more useful on shotgun builds&lt;br /&gt;
 - Elerium Emitter radius to 1.5 (from 0.45), range to 10 (from 5), and charges to 3 (from 6) but wears off if the effected unit acts or moves, also does not work on self - Nerf to abusive uses&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Engineer base aim to 5 (from 10) and base will to 15 (from 10) - Tone back on strength of the shooter build, increases psionic potential&lt;br /&gt;
 - Assault base mobility to 0 (from 0.6) - Toned back, especially affecting the assault tank build&lt;br /&gt;
 - Medic base HP to 1 (from 0), Rocketeer base HP to 3 (from 2), Infantry base HP to 2 (from 3) - Evens out HP growth to make MEC classes balanced, slight buff to rocketeer/medic resiliency and grenade use&lt;br /&gt;
 - Marauder base mobility to 0 (from 0.6) - Was probably the strongest MEC and needed to be reigned in a little more&lt;br /&gt;
 - Reworked Goliath and Shogun perk trees - See perk image&lt;br /&gt;
 - Shogun base aim to 20 (from 15) - Slight boost due to new tree being slightly weaker and less HP from base classes&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Aliens leaders will only start to appear at alien level 2 and higher - Smooths out the variability in difficulty of the missions in the first month&lt;br /&gt;
 - Floater HP to 5 (from 7) and mobility to 7.5 (from 8.1) - Nerf to overall strength of floaters, especially in the early game&lt;br /&gt;
 - Cyberdisc HP to 14 (from 18) - Decreased in strength when you first run into them as they were a little bit too much of a wall for ballistic/laser&lt;br /&gt;
 - Mechtoid HP to 24 (from 32) - Same as Cyberdiscs&lt;br /&gt;
 - Heavy Floater HP to 16 (from 20) - Increase in usefulness of explosives to bypass high defense&lt;br /&gt;
 - Muton Elites no longer have access to holo rounds - Reduce amount of late game holo rounds&lt;br /&gt;
 - All base mobility upgrades from alien levels decreased by 50% - The aliens were getting too fast in the end game, which was negating some reasonable tactics, this significantly slows down their mobility and thus range to flank and acts as a huge nerf to late game aliens&lt;br /&gt;
 - Outisder aim growth and crit growth reduced to 4 per 2 levels (from 8) - Decreases the rate that they gain accuracy, making them less threatening in the later game&lt;br /&gt;
 - Level 1 cyberdisc leaders gain 10 hp (from 3) and 10 aim (from 5) - boost to strength of leaders&lt;br /&gt;
 - Level 1 berserker leaders gain 10 hp (from 5) - boost to strength of leaders&lt;br /&gt;
 - Level 1 mecthoid leaders gain 10 hp (from 6) - boost to strength of leaders&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where pscyhokinetic strike did not have a description when being used&lt;br /&gt;
 - Fixed a bug where the scout would trigger perception against visible enemies&lt;br /&gt;
 - Fixed a bug where the predicted damage for mind fray was sometimes inaccurate&lt;br /&gt;
 - Fixed a bug where defusing a bomb or hacking an array would grant you an extra move if you had scamper active&lt;br /&gt;
 - Fixed a bug where loading a game on a bomb mission after the bomb was diffused would hunker one of your soldiers&lt;br /&gt;
 - Fixed a bug where using close encounters would sometimes cause conduit not to work&lt;br /&gt;
&lt;br /&gt;
= LW Rebalance v1.29 =&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.20 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Quai d&#039;Orsay starting bonus to 40% (from 50%) - It was deceptively strong (and still is)&lt;br /&gt;
 - First mission contains 2 less sectoids (and Ease into it 2nd wave option lowers the first mission to 8 sectoids only) - Makes it less of a hurdle/annoyance, especially with new leaders&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Bullseye grants +50 crit on steadied weapons - Buffed&lt;br /&gt;
 - Disabling shot has a 2 turn cooldown (from 4) but only works against biologic units - Significant nerf, it was too strong of a pick on snipers/scouts and this fits better that it can disable hand held weapons but not a sectopod weapon&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Rocketeer Bullseye replaced with Executioner - Bullseye was a weak pick due to lack of synergy with LeU+Holo and the Holo + exeuctioner on a 2nd hit combo is nice&lt;br /&gt;
 - Rocketeer Lock N&#039; Load replaced with Bring &#039;Em On - Pushes the shooter rocketeer into more of a damage role than support role&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where Conduit&#039;s popup for a free action would use the enrage popup&lt;br /&gt;
 - Fixed a bug where augmenting a soldier was requiring more time than intended&lt;br /&gt;
 - Fixed a bug where ITZ was gaining +50 crit on subsequent shots (instead of just the initial shot)&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.19 ==&lt;br /&gt;
 &lt;br /&gt;
Bug Fix:&lt;br /&gt;
 - Accidentally left some log commands as active which was popping up throughout the game&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.18 ==&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
 - Augmenting MECs requires only 10 + 20% of previous fatigue/wound time in days (from 25 + 25%) but there is now only 1 MEC augmentation slot - Reverted the previous change. Thanks to Howdyfellowhumans for the great idea :)&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Fragmentation has a 25% (from 35%) chance to deal double damage with explosives - Toned back due to synergy on the rocketeer&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Elerium Emitter actually has 6 charges now&lt;br /&gt;
 - Fixed a CTD that would occur at the end of the month&lt;br /&gt;
 - Scout actually has Executioner now&lt;br /&gt;
 - Typos&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.17 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Lowered the time for the exalt reminder scan so that it should always occur before a possible mission - QoL&lt;br /&gt;
 - Lower the stats of the DLC bonus characters to make them less &#039;super hero&#039; and more just &#039;strong&#039; - Helps prevent them from automatically overshadowing your soldiers&lt;br /&gt;
 - Council missions now have a 1 hour time limit (this is extended to 6 hours if the mission is generated during skyranger flight) - Helps prevent a bug of overlapping council missions which will prevent them from being completed&lt;br /&gt;
 - SHIVs are now entered into the memorial - SHIVs have feelings too! &lt;br /&gt;
 - Tweaked council requests for boosters so they give more appropriate rewards - QoL&lt;br /&gt;
 - Base stats from bonus starts will no longer effect psi training or MEC augmentation&lt;br /&gt;
 - Patriae Semper Vigilis grants 12 will (from 6) - Boost since it no longer effects psi training&lt;br /&gt;
&lt;br /&gt;
Augmentation Rework:&lt;br /&gt;
 - Augmenting a soldier into a MEC now resets all stats to 10 HP, 8.1 mobility, 65 aim, 30 will (instead of keeping 80% of previous will) - Will was a little too prevalent at defining a soldier as good or bad. Now, low will soldiers can be chopped to reset their stats again. &lt;br /&gt;
 - MECs will have increased or decreased base stats based on their previous base HP (with 4 HP units being weak MECs and 8+ HP units being strong MECs). Note that Per Ardua Ad Astra, Jungle Scouts, and Survival Training bonuses will not effect this conversion and are adjusted for. - This makes HP the most significant stat for a good MEC candidate, boosting the strength of high base HP units. Thus, will makes for good psionics, and HP makes for good MECs. Aim and mobility were always competitive on their own just due to their tactical strength.&lt;br /&gt;
 - Augmenting a soldier into a MEC requires 25 days + 25% of the unit&#039;s fatigue/injury time (from 10 + 20%) - Slows down MEC accumulation, tones back on the deployment capability of MECs to prevent late game full MEC teams from being as common&lt;br /&gt;
 - Note: high ranking soldiers will still receive their bonus stats per rank above LCPL when augmented&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Clarified that hyper-reactive pupils miss bonus lasts until the unit makes another shot (even over multiple turns) - QoL&lt;br /&gt;
 - The &amp;quot;In Smoke&amp;quot; buff now makes targets immune to critical hits and only reduces aim by 10 (from 15) - Buff to smoke&lt;br /&gt;
 - Having a soldier mind controlled no longer causes the rest of the squad to panic - Was too punishing to lose half your squad after 1 action&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Combat drugs heal 40% of damage received (from 35%) - Slight buff&lt;br /&gt;
 - Tracker (from proximity sensor) now detects and uncloaks units within 6 tiles (from 5) - 20% buff in range to make it a more readily replacement for battle scanners&lt;br /&gt;
 - Hit and Run no longer grants bonus damage (from +1) - nerf to HnR scout, pull back the scout even more&lt;br /&gt;
 - Snapshot grants a 50% chance for a 0 AP shot (from 60%) with a strike rifle - nerf to snapshot scout, pull back the scout even more&lt;br /&gt;
 - Mind Control has a -50 hit modifier - Significant reduction in its effectiveness. With the improved AI, both sectoid commanders and ethereals are proving to be too much of a difficulty spike and need to be toned back. The main reason for their strength was the effective use of mind control.&lt;br /&gt;
 - ITZ now grants steadied weapons an additional +50 crit - Buff to ITZ snipers, Jaegers&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - New item, &amp;quot;Conduit&amp;quot;: Grants +35% weapon damage to all weapons and equipment, +25% DR when protected by cover, and a 15% chance for any action to cost 0 AP. Psi only. The conduit allows the wielder to channel psionic energy into various objects including weapons, explosives, and cover. Unlocked with Psi Warfare Systems. - Boost to strength of psionic equipment with a focus on non-psionic attacks and non-support units&lt;br /&gt;
 - Neural Gunlink grants sharpshooter - Boost to strength of psionic equipment with a focus on non-psionic attacks and non-support units&lt;br /&gt;
 - Psi Frayer and Psi Retaliator both grant 0 will (from 15/10) but mobility to +1.2 and +0.6 (from 0 and -0.6) - Boost to strength of psionic equipment with a focus on non-psionic attacks and non-support units&lt;br /&gt;
 - Elerium Emitter grants 0 DR (from 2) but has 6 charges (from 3) - Felt like an item that was really stretched in terms of functionality. This was originally back from when I couldn&#039;t code well and needed a psi-tank item which is now replaced with the conduit.&lt;br /&gt;
 - Holo Charger alloy cost reduced to 30 (from 40) and credit cost reduced to 90 (from 120) - Makes it slightly more affordable&lt;br /&gt;
 - Flamethrower damage to 5 (from 7) - Slight tone back as the panic is quite effective with the recent panic buff&lt;br /&gt;
 - Reinforced Plating DR to 2 (from 2.5) - Slight tone back&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Scout holo rounds replaced with executioner - Pull back on the support scout, more options for a shooting scout&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Mecthoid aim to 60 (from 70) but now starts with ready for anything - Increase in mid-game enemy overwatch&lt;br /&gt;
 - Heavy Floater aim to 70 (from 80) but now leaders start with ready for anything - Increase in late-game enemy overwatch&lt;br /&gt;
 - Sectoid Chief Commander renamed to Sectoid General - QoL&lt;br /&gt;
 - Sectoid Commander Leaders gain 10 aim per leader level (from 20) and 2 hp (from 4) and all sectoid commanders gain 1 hp per alien level upgrade (from 2) - Tone down on the strength of sectoid commander and sectoid commander leaders&lt;br /&gt;
 - Cyberdisc aim lowered to 90 (from 100) - Makes defensive tactics against them more effective and tones back their offensive power some&lt;br /&gt;
 - Cyberdisc bounty increased to 20 alloys (from 10) - Boost to mid game alloy accumulation&lt;br /&gt;
 - Sectoid Commander bounty increased to 40 elerium (from 20) and Ethereal bounty increased to 120 elerium (from 80) - Boost to late game elerium accumulation&lt;br /&gt;
&lt;br /&gt;
Alien Leaders:&lt;br /&gt;
 - Thinman Awareness and Low Profile moved from leader level 3 to leader level 1 - Increase in strength of early game thinman leaders&lt;br /&gt;
 - Muton Elite level 1 leaders to 10 hp (from 0) and Muton Elite level 9 leaders to 10 hp (from 20) - Spreading out of hp gains to make level 1 muton elite leaders more significant&lt;br /&gt;
 - Muton level 1 leaders gain shredder and lock n&#039; load, muton level 3 leaders lose holo rounds - More consistency with muton elites, boost to level 1 muton leaders&lt;br /&gt;
 - Seeker level 1 leaders to 10 hp (from 6 hp) - Boost to level 1 seeker leaders&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where reconnaissance was unnecessarily identifying enemies that everyone could see&lt;br /&gt;
 - Fixed a bug where the laser cannon and upgrade was doing 250 and 400 damage instead of the appropriate 300 and 450 damage&lt;br /&gt;
 - Fixed a bug where some high level units (muton elites, heavy floaters, etc.) were being chosen for missions at levels lower than intended due to some vanilla code&lt;br /&gt;
 - Fixed a CTD when a unit received multiple applications of shred&lt;br /&gt;
 - Fixed a bug where monthly panic increases were being modified by campaign length when they shouldn&#039;t be&lt;br /&gt;
 - Fixed a bug where you could &#039;quick move&#039; multiple SHIVs on the same turn&lt;br /&gt;
 - Typos&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.16 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - You get 3 new recruits each month on Normal, 2 each month on classic, 1 each month on brutal, and 0 each month on impossible - Reduced automatic influx of soldiers. Makes reward soldiers and purchasing soldiers more valuable/reasonable&lt;br /&gt;
 - Alien aggression lowers more often - makes it less likely to have aliens sit at 100% aggression for long periods of time&lt;br /&gt;
 - A third of the months elapsed are now added to the random roll when determine abduction reward soldier rank - Makes it much more likely to get a higher ranked soldier, especially into the later game&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Units have a 50% chance to break panic each turn (from 65%) - Makes panic more significant, especially with the lower occurance of panic occuring, also a boost to psionic strength (both XCOM and aliens)&lt;br /&gt;
 - Rocket Scatter increased by 25% - Rocketeers were quite strong and a little too effective when firing even after moving (I think this came from the balance being made before the HP was fixed which was big reduction in scatter)&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - New perk: Insentient Crush - Non-biologic enemies in sight take 30% of their max health in damage at the beginning of their turn&lt;br /&gt;
 - Distortion now longer does turn damage to purely mechanical units - simplifies the perk, removes the ability from sectoid commanders&lt;br /&gt;
 - Mind Fray lasts 3 turns (from 2) but no longer stacks - Makes sectoids and psionic users (both XCOM and aliens) more potent, lack of stacking is for consistency and to prevent it from being too strong&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - SMGs and Carbines lose 10 crit - balance vs other weapon options&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Infantry gain +15 base aim (from +20) - Slight tone back on shooting strength on infantry&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Ethereals gain Insentient Crush - Accommodates for distortion losing the effect&lt;br /&gt;
 - Updated sectoid AI so that they&#039;ll seek cover before trying to attack&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where units at squadsight got an indicator suggesting they had RTS active&lt;br /&gt;
 - Fixed a bug where some terror ships were not granting extra stats/levels to the aliens when assaulted&lt;br /&gt;
 - Fixed an issue where leader levels were not being calculated correctly (they were being calculated higher and more often than intended)&lt;br /&gt;
 - Typos&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.15 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - OTS missions required for officers to 10/30/50/70/90 (from 10/30/50/90/120) and OTS missions required for XTP to 20/60/100 (from 20/70/150) - Much easier and earlier access to OTS projects. Campaigns can have variable numbers of missions completed and some would completely miss the higher end projects. I believe the best strategy is to just grant the OTS projects earlier so that reasonably all campaigns will have access to all projects.&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Successfully rescuing the VIP on any mission with a VIP automatically results in a win - No need to mop up the remaining aliens, QoL&lt;br /&gt;
 - Successfully defusing the bomb on any bomb disposal automatically results in a win - No need to mop up the remaining aliens, QoL&lt;br /&gt;
 - There are more drop-ins on bomb disposal, extraction, and rescue missions - Keeps the difficulty up&lt;br /&gt;
 - Diffusing the bomb now causes the unit to hunker down and they will start their next turn with no AP - Keeps the difficulty up&lt;br /&gt;
 - Hacking an exalt array no longer requires full AP, but after the hack, the unit will begin their next turn with 0 AP - Makes command more effective for covert ops and prevents players from saying &amp;quot;Why can&#039;t I click here?!&amp;quot; as it was inconsistent with all other interactable objects, consistency with bomb diffusal&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Inner Fire no longer grants additional DR - Balance&lt;br /&gt;
 - Absorption Fields grants 30% DR (from 20%) - Buff to Shogun Tanks and Goliaths, makes relying on OfA every turn a little less necessary&lt;br /&gt;
 - Reactive Targeting Sensors no longer grants Opportunist but instead grants +2 penetration - Simplification, similarity to steady weapon, and removal of some synergy that was too powerful on the Marauder&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Phalanx, Carapace, Aurora, and Aegis armors all gain 1 HP - The 0.5 DR didn&#039;t fully make up for the 1 HP loss and the armors could benefit from a slight boost instead of a slight nerf&lt;br /&gt;
 - All SMGs renamed to SMG (from shatterray, shattererer, shigawiggama, shuckawuckalooma, etc.) - QoL, easy to figure out which weapon is an SMG&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Scout loses 0.6 base mobility - Slight nerf&lt;br /&gt;
 - Sniper gains 5 base aim - Slight buff&lt;br /&gt;
 - Reworked perk trees on Goliath and Marauder (see perk tree image)&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Seeker damage gain per alien level reduced to 0.5 (from 1) - Makes them less threatening when not strangling&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where steadying a weapon was only granting 1 pen (instead of 2)&lt;br /&gt;
 - Remove psi drain as an ability on ethereals (it was already inactive, just was still showing up)&lt;br /&gt;
 - Fixed a bug where stunned aliens would block tiles - Now you can trample them like the dogs they are!&lt;br /&gt;
 - Typo fixes&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.14 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Repairing an item now requires 50% of the original resources (from 20%) - Makes building backups more important and the decision to repair somewhat meaningful&lt;br /&gt;
 - The repair bay now lists how many items are damaged and how many items are being repaired on the menu - QoL&lt;br /&gt;
 - Augmenting (chopping) a soldier into a MEC now costs 70 meld (from 90) but requires 10 days plus 20% of the soldier&#039;s fatigue/wound times (from just 10 days) - Makes it more viable to have more MECs throughout a campaign but slows the process down so that it&#039;s not too powerful early-mid game, also means that just chopping the most injured soldiers isn&#039;t always so straight forward&lt;br /&gt;
 - You can now assign a nickname to a soldier of any rank - QoL&lt;br /&gt;
 - Soldiers will now have a chance to gain a nickname based on the number of missions and their rank when they level up (instead of just automatically at CPL) - Makes more sense&lt;br /&gt;
 - Alien level progression lowered by 10% for all difficulties - Makes the mid game and especially the end game &#039;slightly&#039; easier (will work immediately with ongoing campaigns - you may notice the alien level drop after the first day)&lt;br /&gt;
 - Laser Cannon cost to 310 credits (from 450) - Makes them more accessible&lt;br /&gt;
 - The number of overseer UFOs is now tripled when you don&#039;t have the ethereal device - Makes it easier to find one to down&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Steadying a weapon no longer grants a crit bonus but grants +2 pen (from +1 pen) - Crit overflow was a problem, simplification, makes steadying useful not just for aim but for units with higher DR as well&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Shadowstep grants +0.6 mobility - Makes shadowstep more competitive, fits thematically&lt;br /&gt;
 - Distortion now deals 30% of a unit&#039;s max HP in damage to purely mechanical units in line of sight of the unit with distortion at the beginning of their turns - Prevents ethereal cheesing with SHIVs&lt;br /&gt;
 - Mayhem grants +60/80% damage to strike/sniper rifles - Slight buff to keep the sniper builds in balance&lt;br /&gt;
 - Close Encounters grants +30% DR against targets within 4 tiles - Makes the Assault and Medic close range builds more resilient at close range&lt;br /&gt;
 - Flush grants +30 aim (from +40 aim) and -50 crit and will only push a target out of cover 50% of the time (from 90%) - Was too strong, needed toning back&lt;br /&gt;
 - Steadfast reduces the chance to be hit by psionic attacks and overpower by 30% (from 20%) - Buff to tanks resisting psionics and overpower and a buff to the alien trophy (which grants steadfast)&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Gauss Stuttergun to 55 crit (from 65 crit) - Accommodates for the bonus crit damage that was never taken into account when accommodating for the extra 0.5 damage with crit (0.143 * 0.5 * 4+3 = 0.5 extra damage)&lt;br /&gt;
 - Gauss AutoPistol to 35 (from 45 crit) - Accommodates for the bonus crit damage (0.143 * 0.5 * 4+3 = 0.5)&lt;br /&gt;
 - Pulse Stengun to 60 (from 65 crit) - Accommodates for the bonus crit damage (0.095 * 0.75 * 4+3 = 0.5)&lt;br /&gt;
 - Shotgun mobility to -0.6 (from 0) - They were a little too obvious as a choice for close range classes. Gives more room for SMGs and other items.&lt;br /&gt;
 - SMGs now benefit from ammo conservation - Consistency with the other 3 basic primary weapons, slight buff&lt;br /&gt;
 - AP Ammo can now work on SMGs - Consistency with the other 3 basic primary weapons, slight buff&lt;br /&gt;
 - AP Ammo now grants +2 penetration (from just bypassing all flat DR) - Makes it more useful against more enemy types&lt;br /&gt;
 - Drum mags now works with SMGs and the appropriate laser, pulse, and plasma weapons - Consistency with High-Cap Mags and SMG change; now works on ALL ARs, SMGs, carbines, and BRs&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Scout base mobility to 0.6 (from 1.2) - Slight tone back for non-HnR scouts&lt;br /&gt;
 - Assault GSGT Fragmentation replaced with Mayhem - Buff to the Assault Grenadier&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Updated alien AI more (especially on Ethereals) - Nice to have smarter opponents&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a long-time vanilla bug where aliens could overlap on top of each and they&#039;d end up occupying the same space and it would look wierd&lt;br /&gt;
 - Fixed a bug where Close Combat Specialist failed to activate against units on different elevations - I bypassed the native function and wrote my own code for it which (with tests) seems to work perfectly. It should now be useful against floaters and other flying units as well as just units that are moving up ramps, acts as a reasonable buff to the perk&lt;br /&gt;
 - Fixed a bug where the tactical info display for sidearms was showing 10 crit more than intended after acquiring High-Capacity Pistols&lt;br /&gt;
 - Fixed a bug where when throwing a grenade it would say &amp;quot;to hit chance&amp;quot; instead of &amp;quot;enemy dmg&amp;quot;&lt;br /&gt;
 - Fixed a bug where run and gun and other various abilities were showing &amp;quot;location dmg&amp;quot; on their ability use&lt;br /&gt;
 - Fixed some typos&lt;br /&gt;
 - Fixed a bug where the flamethrower was getting extra damage from Hit and Run&lt;br /&gt;
 - Fixed a bug where blueshirts would get unreasonably high fatigue/injury times&lt;br /&gt;
 - Fixed an incorrect description of psi lance&lt;br /&gt;
 - Fixed a bug where the arc rifle was recieving an extra ammo from the pistol foundry project&lt;br /&gt;
 - Fixed a bug where Mutons would show Intimidate in their perk list despite not having it&lt;br /&gt;
 - Fixed a bug where aliens would sometimes levitate after being revealed&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.13 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where the automatic reloads on LnL and ITZ would often grant the unit a free turn&lt;br /&gt;
 - Fixed a bug where the hp pip damage preview was applying DR to mind fray&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.12 ==&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Estimated damage is now what is shown on the target&#039;s hp pips as blinking in an out (instead of total possible damage) - More realistic towards what would actually happen&lt;br /&gt;
 - XCOM will now only panic from damage if they take more than 50% of their remaining HP in damage (from 30%) - Makes damage less likely to cause panic, helps prevent panic spirals from destroying missions, reflects XCOM as more &#039;elite&#039; soldiers&lt;br /&gt;
 - Added a new dgc.ini variable --&amp;gt; RAND_DAYS_INJURED_TANK = 50; (LWR Default = 50) XCOM rolls for panic when they take damage more than this % of their remaining HP (set to 100 to never have XCOM panic from damage)&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Double Tap grants 15 aim when firing at 2 AP (from 10 aim) - Slight boost as the incentive to not move and fire was an interesting gameplay mechanic&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where ITZ would sometimes trigger without being steadied - Old test code left in&lt;br /&gt;
 - Fixed a typo on the EMP cannon so it now just says &amp;quot;Increases artifact recovery to 60-90% (from 20-50%)&amp;quot; instead of mentioning elerium separately&lt;br /&gt;
 - Fixed a bug where scout&#039;s recon would predict enemies as being closer than they actually were&lt;br /&gt;
 - Fixed a bug where higher HP was actually increasing scatter instead of reducing it&lt;br /&gt;
 - Misc typos&lt;br /&gt;
 - Fixed a bug where you could repair a critically wounded MEC (which did nothing)&lt;br /&gt;
 - Fixed a bug where aliens that happened to be on the same tile or tried to move to a tile where another alien is (vanilla bug, happens rarely) would cause the program that prevented tile scanning to create a CTD&lt;br /&gt;
 - Fixed an incorrect credit issue for EMP Weapons on the tech tree&lt;br /&gt;
 - Tweaked the combat drugs description to be more accurate&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.11 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where XTP III and Field Commander required 100 less ranks than intended - Left in from a test version&lt;br /&gt;
 - Fixed a bug where the HUD would not show a hit chance for regular shots&lt;br /&gt;
 - Fixed a bug where reconnaissance could give info on dead aliens&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.10 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Reworked XTPs and added a new one, XTP III: Soldiers autopromote to CPL and CPLs/SGTs gain 30xp each day (See https://www.ufopaedia.org/index.php/Barracks_(LWR)#Officer_Training_School) - Grants easier access to a stronger pool of recruits in the later game&lt;br /&gt;
 - Special Warfare School grants double xp from XTPs (from triple) - Nerf to accommodate newer XTPs&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Steadying a weapon no longer triggers reaction shots - The gameplay was good if you could react to opposing overwatch by steadying your weapon, despite the lack of realism that OW would trigger reaction fire but steady wouldn&#039;t&lt;br /&gt;
 - There is no bonus xp for high level kills/sightings - The code was wonky and it didn&#039;t do much beside confuse players anyway&lt;br /&gt;
 - The flat DR of enemies and allies is now displayed in their health bar as grey pips (rounded up as DR is effective rounded up due to truncation of damage taken) - QoL&lt;br /&gt;
 - Made it so that meld sound indicators last longer and center on the listerner - QoL, makes it easier to determine where meld is&lt;br /&gt;
 - Normal and Classic difficulty aliens now deal 1 less damage overall - Makes the easier difficulties easier&lt;br /&gt;
 - Normal/Classic/Brutal aliens have -20/-10/0 will (from 0/0/+5) - Makes the easier difficulties easier in terms of attack with and defending against psionics&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Reconnaissance will now detect nearby inactivated pods during engagements and warn you of approaching hostiles - QoL, boost to the effectiveness of the Scout&lt;br /&gt;
 - Ready For Anything makes overwatch avoid triggering non-suppression reaction fire - Necessary to make it not a negative when acquiring, buff to RfA builds&lt;br /&gt;
 - In The Zone no longer grants +10 aim/crit when active but will grant an automatic reload after any non-steadied non-reaction shot - There were certain situations that were awkward with an ITZ unit: 1) When you wanted to fire a single shot (but didn&#039;t want to lower your ammo for your next ITZ chain) and 2) when you did an ITZ chain and had 1-2 ammo left. This helps make both situations less awkward by allowing you to keep full ammo after firing once and allowing you to fire and reload instead of just reloading when you have 1-2 ammo.&lt;br /&gt;
 - Sharpshooter grants +15 aim (from +10) - Buffed, balance on trees&lt;br /&gt;
 - Mayhem grants 50/70% damage to strike/sniper rifles (from 70/90%) - Snipers toned back, balance with other sniper options&lt;br /&gt;
 - Double Tap grants 10 aim on shots at 2AP (from 20 aim) - Snipers, DT gunners, and DT engineers toned back, opens up more room for support/grenadier engineers and RfA/Shredder gunners, balance on the Sniper&lt;br /&gt;
 - Disabler reverted to Disabling shot - It&#039;s no longer necessary on non-sniper/strike/arc rifles and was needlessly complicated, slight nerf&lt;br /&gt;
 - Repair (from mechanic and on drones) heals for 6 (from 4) - Makes it a lot more useful and more likely to be worth the action. Also acts as a boost to engineers.&lt;br /&gt;
 - Ready for Anything grants 20 crit resistance - Buff to gunner/medic tanks&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Electro Pulse radius to 8 (from 6) but damage to 1 and penetration to 0 (from 8 and 8) - The most imporant part of the effect was rarely the damage, and this allows much easier use due to the larger radius, especially for multiple stuns.&lt;br /&gt;
 - Kinetic Strike Module damage to 20 (from 24) - Was a little to strong, especially with Onslaught&lt;br /&gt;
 - Psi Retaliator grants 20 crit resistance but DR to 0 (from 0.5) and mobility to -0.6 (from 0) - Slightly more useful for a tank psionic&lt;br /&gt;
 - Mind Frayer grants 0 DR (from 0.5) but mobility to 0 (from -0.6) - Slightly more useful for a non-tank psionic&lt;br /&gt;
 - Aegis, Carapace, Aurora, and Phalanx armor grant 1 DR (from 0.5) but all lose 1 HP - Slight buff for tanks and the ability to stack flat DR, slight nerf for non-tank units using heavy armor&lt;br /&gt;
 - Incinerator Module and Thumper weight to 0.6 (from 0) - Slight nerf as they are both really strong and almost auto-equips&lt;br /&gt;
 - LMG ammo to 6 (from 7) - Slight nerf for balance&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Jaeger base aim to 30 (from 20) - Buffed due to ITZ tone back&lt;br /&gt;
 - Marauder base mobility to +0.6 (from +1.2) - Slight tone back just because the Marauder is overshadowing some other MECs in strength&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Improved Sectoid Commander and Ethereal AI - This improvement is effective... and ominous.&lt;br /&gt;
 - Psionic units are less likely to run away when using mind-merge and mind control - While actually good AI, it was annoying to fight against both when it was effective and ineffective, so this is more of a QoL improvement through the AI&lt;br /&gt;
 - Ethereal aim reduced to 100 (from 130) - With the improved AI, it felt a little too hard to deal with them with such high aim, this helps a little&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where AP grenades would do 0 damage when firing directly on a target - thanks to Snackhound for his help on this one&lt;br /&gt;
 - You can no longer find enemies in the fog of war with the proximity damage indicator on grenades&lt;br /&gt;
 - Fixed a bug where deflection shield could activate after flushing a target&lt;br /&gt;
 - Fixed a typo on supercapacitors foundry project&lt;br /&gt;
 - Fixed XCOM being able to use some abilities while scampering&lt;br /&gt;
 - Fixed a bug where enemy unit&#039;s going on overwatch after being revealed would sometimes not correctly update their OW list of targets&lt;br /&gt;
 - Fixed a bug where some unit&#039;s would get some cover defense from overwatch shots when flanked or clearly moved outside of cover&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.09 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Meld heal now reduces injury/fatigue time by 80% (from 50%) - Makes it significantly more effective (especially considering the cost)&lt;br /&gt;
 - XTP I and II provide +20xp/day (from +10xp/day) - Significant increase to xp gains from XTPs&lt;br /&gt;
 - Combat Patrols credit cost increases by 50 (from 100) - Gives the player more agency at controlling the air game&lt;br /&gt;
 - DLC Progeny Mission #2 (Deluge) now has less enemies (note: drop-ins are unaffected) - Makes it a little easier as it was too much of a spike in difficulty due to the difficult drop-ins&lt;br /&gt;
 - Improved the frequency of &amp;quot;sightings&amp;quot; on UFO missions - increased information for which enemies you might be facing&lt;br /&gt;
 - Air Superiority (NA continent bonus) grants 15% discount on aircraft and weapons (from 20%) - Slight nerf&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Actually successfully improved the Sectopod AI (yay) - I&#039;d recommend against kiting them now...&lt;br /&gt;
 - Provided a popup stating what happens when you are using 2 SHIVs and move one - increased tranparency of game mechanics&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Distortion reduces damage by 75% (from 65%) and grants adjacent units in cover 50 defense (from 30 defense) - Buff to the presense of both sectoid commanders and ethereals, increase in late game difficulty, increased strength of late game cover for aliens, increased relative strength of psionics against distortion units&lt;br /&gt;
 - Telekinetic Field reduces explosive damage against units within the field by 75% - Works similar to distortion, reducing the actual damage dealt. Buff to the perk, provides a solid counter to cluster bombs. &lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Electropulse range increased to 6 (from 4.5) but has a 4 turn cooldown (from 3 turn) and now affects the MEC that uses it as well - Increased ease of use, while also adding a significant draw back acting as a relative buff to Sectopods&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Thin men aim to 70 (from 60) and mobility to 10 tiles (from 8.7) - Makes them more of a threat as they were a little easier than ideal&lt;br /&gt;
 - Mutons, Chryssalids, and Berserkers start with 0 DR (from 0.5, 0.5, and 1 DR, respectively) - Nerfs to make them a little more reasonable opponents during the mid game&lt;br /&gt;
 - Cyberdiscs gain 2 damage/level (from 4), Berserkers gain 4 damage/level (from 5), Mechtoids gain 2 damage/level (from 3), Heavy Floaters gain 1 damage/level (from 2), Muton Elites gain 2 damage/level (from 3) - Decreased incoming damage during mid-late game, making it more reasonable for XCOM to survive a turn with uncontrolled enemies&lt;br /&gt;
 - Level 8 Muton Leaders only gain 10 HP (from 20) - Prevents an overflow problem&lt;br /&gt;
 - All Muton Elites gain grit (from just muton elite leaders) - Significant buff to muton elites, increase in late game difficulty to combat the extra strength XCOM has&lt;br /&gt;
 - All Heavy Floaters regain access to awareness (from just heavy floater leaders) - Significant buff to heavy floaters, increase in late game difficulty to combat the extra strength XCOM has&lt;br /&gt;
 - Sectoid Commander base HP to 10 (from 14), Ethereal base HP to 24 (from 28) - Accommodation for increased strength of distortion&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where drop-in&#039;s didn&#039;t update their OW lists correctly&lt;br /&gt;
 - Fixed a bug where damage causing panic was calculating the 30% damage AFTER the health had already been lost&lt;br /&gt;
 - Fixed some sidearms now showing proper ammo amounts in descriptions&lt;br /&gt;
 - Typo fixes&lt;br /&gt;
 - Fixed a bug where the code that was preventing tile scanning was altering some AI moves&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.08 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - You can now cancel projects even if you have negative cash values - QoL&lt;br /&gt;
 - Consistent Fatigue 2nd wave option sets fatigue to 10 days (from 7) - It was providing a signficant discount on fatigue (Thanks to LateNight_Rax for providing a detailed summary of the average fatigue during non-consistent fatigue games which was 10.1 over his brutal campaign)&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Machine Pistols have 2 ammo (from 3) - Toned back a little&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where Impact (old Stagger) would still cause some soldiers to bug out - should work very smooth now&lt;br /&gt;
 - Fixed a bug where dead aliens would occupy tiles&lt;br /&gt;
 - Fixed a bug where using a machine pistol would cause a CTD&lt;br /&gt;
 - Capped the display of alien level at 15 (as going higher does nothing)&lt;br /&gt;
 - Trimmed the Assault Carrier and Terror Ship names to be shorter so that it can still display alien level information - Thanks to szmind for this amazing idea =D&lt;br /&gt;
 - Fixed some typos&lt;br /&gt;
 - Workshops now correctly reduce item build time without having to save and reload the game&lt;br /&gt;
 - Fixed a bug where Exalt wouldn&#039;t scale on VLW and VVLW campaigns&lt;br /&gt;
 - Fixed a bug where the Exalt scan reminder would not scale with campaign length, leading to inaccurate scanning reminders&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.07 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Phoenix Coilgun upgrade slightly cheaper - helps makes it more reasonable to acquire&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - You can no longer tile scan to find enemies in the fog - YAY =D&lt;br /&gt;
 - OW arrows removed - The code was next to useless, no one used it, and it was very slow and could cause slow-downs/bugs&lt;br /&gt;
 - Stagger no longer occurs naturally and is instead incorporated into the Impact perk - It was too strong and not ideal gamepay to have so ubiquitous, it tones back the strength of early game overwatch&lt;br /&gt;
 - Overwatch and Steadying now both trigger enemy reaction fire - Note that the damage will hit before the steady so you can still steady if you took damage - Stops overwatch and steadying being &#039;easy outs&#039; for enemy overwatch&lt;br /&gt;
 - &amp;quot;L&amp;quot; no longer is a shortcut for steady weapon - I couldn&#039;t get it to work with new bullseye and it doesn&#039;t work with reactive fire, so I just disabled it&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Savior reduces injuries sustained during battle by 1 HP on all soldiers similar to First Aid - Made sense for the medic to acquire this ability. It was frustrating if you wanted that ability and couldn&#039;t do it on the Medic.&lt;br /&gt;
 - Impact now grants reaction shots a 20% chance to cancel the action of a unit and end their turn (similar to old stagger) - Acts as a buff to later game overwatch, more simple application of the ability&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Medic: Lock N&#039; Load replaced with Impact - gives medic access to impact to upgrade their reaction shots (LnL was a little overkill with RfA anyway)&lt;br /&gt;
 - Marauder: Vital Point Targeting replaced with Impact - grants Marauders access to Close Combat Specialist + Impact combo (VPT was a little redundant right beside Killer Instinct as both were just adding damage)&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Mechtoid base HP to 32 (from 20) - Buffed, makes them much more of a resilient threat&lt;br /&gt;
 - Toned down Exalt increases with alien levels - makes late game Exalt a little less punishing&lt;br /&gt;
 - The following units gain Impact: Floater leaders, Heavy Floaters, Cyberdiscs, Mechtoids, Sectopods - Increases their viability vs XCOM tanks and increases the strength of their OW&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where SMGs and Autopistols were not getting their appropriate damage bonuses&lt;br /&gt;
 - Fixed a bug where getting staggered while using an item would cause you to T-Pose and lock that character out of the rest of the mission&lt;br /&gt;
 - Fixed a bug where Flak Ammo wasn&#039;t correctly removing the air evade bonus (it was replacing it with partial cover)&lt;br /&gt;
 - Fixed some typos&lt;br /&gt;
 - Fixed a bug where using another item before being staggered would cause that item to stick as one of your weapons&lt;br /&gt;
 - Fixed a bug where panicking and being staggered would leave you in the open during step-outs&lt;br /&gt;
 - Fixed a LW 1.0 bug: Elerium is now correctly rewarded based on how many UFO Power Source Cylinders are remaining after an UFO engagement (it was decided randomly before battle previously and didn&#039;t take into consideration the battle itself)&lt;br /&gt;
 - Fixed a bug where the MINE launcher didn&#039;t have a confirmation dialogue&lt;br /&gt;
 - Fixed a bug where Reaper Rounds was causing a CTD when a unit with them tried to act with their weapon&lt;br /&gt;
 - Fixed a bug where disabling a target would not reset their OW status which caused indicators to misleading show the unit as still capable of OW&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.06 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a compilation error during the .upk creations that made v1.29.05 a real mess - Whoopsies&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.05 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Research speed is modified by difficulty: normal(150%), classic(133%), brutal(117%), impossible(100%) - Helps lower difficulties access more research and not feel &#039;blocked&#039;&lt;br /&gt;
 - XCOM Base Defense mission has a few less aliens - Makes it a little easier as it&#039;s an unavoidable mission and losing on it feels pretty bad&lt;br /&gt;
 - Quai d&#039;Orsay French start bonus to 50% (from 60%) - Slight tone back&lt;br /&gt;
 - Advanced Repair foundry project grants a 30% reduction in repair time (from 25%) - Buffed&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Reaction fire now only bypasses half of cover defense (from bypassing all of cover defense) - Makes it less starkly all about dealing with units in cover and makes aim more important on OW units&lt;br /&gt;
 - New Feature &amp;quot;Staggered&amp;quot;: Anytime a unit takes damage during their turn they have a chance to be Staggered equal to the percent of remaining HP lost (half this chance if moving), cancelling the current action/move and ending their turn. This can occur in the middle of a move as well which may leave a unit without cover in a bad position. - Significant buff to reactive abilities like overwatch, CCS, suppression, and even RTS (against multi-action units). This also makes reactive abilities (and builds centered around them) much more useful into the mid-late game.&lt;br /&gt;
 - Enrage grants +100% weapon damage to all sources (from +50% weapon damage) and mobility by 100% (from 50%) and has a 75% for actions to cost 0 AP - Buff to the comeback mechanic, it should yield 4 actions on average from the geometric series =(1 - 0.75^100)/(1-0.75), each action should hit hard, and the unit should be quite mobile. Previously, enrage was little more than a gimmick before the squad wipe reached completion. Now it just might turn things around.&lt;br /&gt;
 - Decreases in hit chances are slowed (-1 for every -2) when they reach below 20% (indicated by orange hit chances) and even more (-1 for every -5) below 10% (indicated by red hit chances) - It smooths out the lower end of the hit curve: Previously if someone had a 5% chance to hit you and you gained 5 defense, all of the sudden their hit chance doesn&#039;t drop by 5x down to 1% -- now it would take them from 5% to 4%. As well, it helps the AI who loves taking 1% shots which will now more likely be ~10% shots - Improved AI through making their stupidity smart! =P Last, it&#039;s more realistic and helps prevent abusive gameplay (e.g. XCOM defense tanks that soak up 1% shots that have plagued LWR on and off for many versions).&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Snapshot only grants a 0 AP shot on non-steadied shots (from all shots) - Important to balance the snapshot scout with bullseye, also makes sense as a &#039;snapshot&#039; could be considered the opposite of a &#039;steadied shot&#039;&lt;br /&gt;
 - Clutch Leadership and Battlefield Aptitude provide 10 defense in cover (from 5) - Helps with late game resiliency&lt;br /&gt;
 - Collateral Damage to 50% weapon damage (from 100%) - The cover destruction is really strong, I tried with 100% weapon damage and well, the cd is so short, simply having a unit that has guaranteed cover destruction at 0% weapon damage every other turn is strong in and of itself&lt;br /&gt;
 - Predictive Tracking no longer grants +1 damage on reaction shots but instead allows reaction shots to bypass all cover defense (instead of only half of cover defense) - Buff, and the +1 damage didn&#039;t scale well&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Adaptive Tracking Pod aim to 10 (from 15) - Was a little too strong at 15, especially with the new predictive tracking&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Shadowstep on Exalt operatives only occurs on leaders - Makes overwatch builds more effective during exalt missions&lt;br /&gt;
 - The following units have lost Squadsight as leaders: sectoids, mutons, floaters, cyberdiscs, sectoid commanders, heavy floaters, muton elites, mechtoids, seekers - Even just on the high level leaders it was too common with the difficulty in dealing with squadsight enemies. It was not fun. Now the only units with Squadsight are thinmen leaders, drone leaders, outsider leaders, sectopod leaders, exalt snipers, and exalt elite snipers.&lt;br /&gt;
 - The following units have lost Ready For Anything as leaders: thinmen, drones, outsiders - The only unit with a quasi-RfA at SS is now the Sectopod. This should mostly remove a frustrating part of the mid-late game (squadsight + ready for anything units).&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed an issue where the &amp;quot;time to build&amp;quot; was off by 1 day on facilities when it showed what was required to have them built&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.04 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - German Start bonus &amp;quot;Skunkworks&amp;quot; now reduces item build time by 50% and the fission generators are on the 3rd floor left side - Buffed for competitiveness&lt;br /&gt;
 - The following gene mods have their credit, meld, and time costs significantly reduced: hyperreactive pupils, predictive tracking, secondary heart, adapative bone marrow - Makes some gene mods more reasonable to acquire mid and even early game&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - First mission has 3 less sectoids on impossible, 2 less on brutal, and 1 less on all other difficulties - I was emotionally brow-beaten into doing this by my last I/I attempt. While having a difficulty gate is helpful for acting as a litmus test, the main purpose of the game should be fun. With the number of restarts that most players playing this mod do, having the first mission so difficult wasn&#039;t ideal.&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Bullseye no longer boosts the strength of a steadied weapon but instead makes steadying a weapon only cost 1 AP - Makes it useful to get a shot off on that turn (I think the formula of trying to ultra boost a single shot was just too tight on the risk/reward spectrum unless it started to get ridiculous, so this is a better role for bullseye)&lt;br /&gt;
 - Disabling shot to 4 turn cooldown (from 3) - Balance&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Cognitive Enhancer can again be equipped by rookies - Restriction not needed to fix a bug&lt;br /&gt;
 - Reaper Rounds grant 20 crit and +2 damage during critical hits (from just 25 crit) - Buffed&lt;br /&gt;
 - Armor Piercing ammo now ignores all of a unit&#039;s flat DR (similar to corrosion) (instead of just granting +1 pen) - Significant buff against targets with significant amounts of flat DR, acts as 2nd method of dealing with units with high DR (instead of only being able to rely on acid)&lt;br /&gt;
 - Flak Ammo negates the 30 bonus defense that flying targets receive (from +4 damage against flying units) - Acts as a significant consistency buff while engaging flying units&lt;br /&gt;
 - Shotguns no longer have -10 aim - Not necessary, slight buff, simplicity&lt;br /&gt;
 - Flak Ammo, Shredder Ammo, Breaching Ammo, and Armor Piercing ammo weight 0.6 (from 0) - Slight tone back on ballistic/gauss ammo strength&lt;br /&gt;
 - Arc Rifle mobility to 0 (from -0.6) but loses squadsight - Gives the arc rifle units a little more flexibility in movement while forcing them to engage at least in visual range&lt;br /&gt;
 - Fixed some typos&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Engineer: Sharpshooter replaced with Bullseye - Sharpshooter felt a little forced given that the engineer was so anti-mechanical&lt;br /&gt;
 - Shogun: Killer Instinct replaced with Bullseye - Gives the class something more reasonable to do when it&#039;s just standing and firing&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Again fixed a spot where fire rocket still says 1 turn cooldown =P&lt;br /&gt;
 - Updated the steady description to include the +1 pen in many weapon descriptions&lt;br /&gt;
 - Fixed a bug where MECs couldn&#039;t equip a cognitive enhancer&lt;br /&gt;
 - Fixed a bug where predictive tracking would erroneously appear in the to-hit F1 description (visual bug only)&lt;br /&gt;
 - Fixed a LW 1.0 bug where the cognitive enhancer and neuroregulator would not work after saving a game mid-tactical - Szmind basically entirely fixed it. Tons of thanks to him.&lt;br /&gt;
 - Assault now correctly gains 15 will&lt;br /&gt;
 - Fixed an issue where swapping units quickly could sometimes cause the alien heads on the HUD to be colored incorrectly&lt;br /&gt;
 - Fixed a bug where red circles would still appear beneath flying units when they were dead&lt;br /&gt;
 - Fixed a bug where a unit without the rapid fire perk that was wielding a pistol would look like they actually had the rapid fire perk in the F1 overview&lt;br /&gt;
 - Fixed a bug where flying units would cause a pause that could lock out a game (e.g. on a base defense)&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.03 ==&lt;br /&gt;
&lt;br /&gt;
Perks: &lt;br /&gt;
 - Hit and Run grants +1 damage against uncovered targets (from +2) - Was a little too much of the perk, the boost to VPT makes HnR classes hit hard enough without the extra damage&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Jaeger: RTS replaced with Impact - RTS did not work well with an ITZ build&lt;br /&gt;
 - Jaeger: Executioner and Sharpshooter swapped - Makes Sharpshooter the main mid-perk for the Jaeger, pushing it into an anti-biologic role a little more&lt;br /&gt;
 - Medic: Vital Point Targeting replaced Lock N&#039; Load and swapped with Sharpshooter - VPT was too strong on the CE medic tank, the OW tank will now have RfA + Sent/Opp + LnL meaning that you could heal, dash, and still get a full reload and enter Sent+Opp OW&lt;br /&gt;
 - Engineer: Bullseye replaced with Sharpshooter - Bullseye didn&#039;t work well with Double Tap&lt;br /&gt;
 - Engineer: Danger Zone and Tandem swapped - Bring the engineer grenadier online earlier&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a critical issue causing CTD when steadying a weapon - Whoopsie, thanks mac92 for the report&lt;br /&gt;
 - Fixed a typo on Fire Rocket suggesting it was still only a 1 turn cooldown&lt;br /&gt;
 - Fixed a bug where Plasma grenades were accidentally set to 12 damage (instead of 10) and had a 3 radius (instead of 2)&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.02 ==&lt;br /&gt;
&lt;br /&gt;
Air Game:&lt;br /&gt;
 - Stringray damage to 800 (from 900) - gives a little more room for phoenix cannons in the air meta&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - XTPs now work on fatigued soldiers - Makes fatiguing low level soldiers not feel nearly as punishing&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Alien Heads in the HUD reworked: Exalt get their Alien Head icon back! Alien leaders have larger heads. Flying units have blue heads. Mechanical units have grey heads. Mechanical flying units have light greyish blue heads. Units at squadsight have transparent heads. Overwatching units still have the target icon. - Makes it easier to distinguish who you are firing at quickly and more intuitively. Thanks to szmind for some awesome code he discovered and shared with me a few months ago that allowed me to create this!&lt;br /&gt;
 - New intro map can now occur for all abductions (from just light/moderate) - it&#039;s large enough and has a good mid-way LoS blocker (also, it seems like the code is bugged and not working for the new map to select a difficulty for it, so welcome new feature! =P)&lt;br /&gt;
 - Number of drop-ins significantly decreased overall, but increased based on how many months has passed - Makes drop-ins a lot more reasonable early game but also less inconsequential in the late game (especially because a lot of them will still be thinmen and I can&#039;t change that)&lt;br /&gt;
 - Steady Weapon now grants +1 penetration as well as +50 aim/crit (from just +50 aim/crit) - Buff to the ability to make it more useful, especially in dealing with early drones&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Bullseye no longer grants 20 aim against fliers. Instead it upgrades steady weapon to +100 aim, +50 crit, +50% weapon damage, and +2 pen (instead of just +50 aim/crit and +1 pen) - The goal is to encourage the use of steady as another tactical option against high defense targets. The problem was that steady, taking 2 turns and firing on the 2nd, was not often worth it considering it did just about 2-3x damage and you might not get it off. Now, with bullseye, steady will be very worth it.&lt;br /&gt;
 - Snapshot free AP chance to 60% with strike rifle and 20% otherwise - Buff to strike rifle scout as both the support scout and HnR scout are quite strong, nerf to regular snapshot as it was a little too competitive vs other picks on the trees&lt;br /&gt;
 - Close Combat Specialist grants -30% weapon damage (from -35%) - Increases the damage dealt on multiple weapons, makes it more impactful without brawler&lt;br /&gt;
 - Brawler grants 30% DR and weapon damage to reaction shots (from 35%) - Accommodation for CCS&lt;br /&gt;
 - Collateral damage does 100% weapon damage (from 150% weapon damage) - It&#039;s main draw is supposed to be cover destruction on a tap, not acting as an infinite-sourced high damage grenade. Also, the fact that it grants 100% chance to hit (like mayhem suppression) makes it great against hard to hit targets (e.g. floaters), even if it&#039;s only doing 12 damage.&lt;br /&gt;
 - Will to survive grants 35% DR and 50% reduced wound time (from 30% of each) - Buff to biotanks, makes them much more resilient to suffering from wounds&lt;br /&gt;
 - Grit grants 5 armor HP (from 3 armor HP) but no flat DR - Makes it amplify it&#039;s lost HP -&amp;gt; DR effect and helps it survive high damage shots&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - KSM damage is no longer reduced by red fog - Frees up the KSM to do full damage while injured: helps the tank-style MECs still perform well with the KSM (the mobility restriction with red fog seems to be more than enough restriction on the KSM).&lt;br /&gt;
 - Proximity sensor decloaks seekers and detects units within 5 tiles (from 8) - Was a little too effective at nullifying seekers&lt;br /&gt;
 - Adaptive tracking pods grant +15 aim (from +5) and grants Predcitive Tracking (from Bullseye) - Accommodation for new bullseye mechanics&lt;br /&gt;
 - Cognitive Enhancer can no longer be equipped by Privates - prevents a bug of it not working on them&lt;br /&gt;
 - Rockets now deal 150% base damage (from 100%) but have a 2 turn cooldown (from 1 turn) - Signifcant boost to their strength, slightly tappered by the increased cooldown which also encourages other actions, to boost hybrid nature of new tree&lt;br /&gt;
 - Recoilless Rifle mobility and pen back to normal - With the boost in rocket strength, recoilless did not need an additional boost&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Jaeger: Bullseye replaced with RTS - Gives it a little more dimensionality while removing bullseye which would now be OP on the jaeger, especially works well with the LnL Jaeger due to the increased likelihood to be fired on the and increased ammo capacity (with the ability to reload and steady again)&lt;br /&gt;
 - Goliath: Tandem Warheads and Danger Zone swapped - With Fragmentation buffs DZ wasn&#039;t competitive anymore&lt;br /&gt;
 - Goliath: Grit replaced with Ready For Anything - Grit was too strong on low HP Goliath&#039;s due to their large HP pools: it could create some situations which made them too tanky, RfA works well with picking up opportunist from RTS&lt;br /&gt;
 - Medic: Bullseye replaced with VPT - The Medic (unlike the engineer, scout, and infantry) had more trouble using bullseye effectively due to lack of multiaction shots. Thus, VPT felt stronger on the OW medic. It seems reasonable too, as the medic always had the option for ranger for a straight damage/mobility boost.&lt;br /&gt;
 - Assault: Fragmentation and Tandem Warheads swapped - Gives the assault grenadier more predictability earlier&lt;br /&gt;
 - Shogun: Shadowstep and Killer Instinct swapped - prevents gaining complete immunity to reaction fire, brings damage on a little earlier in the class&lt;br /&gt;
 - Assault: Gains 5 base will and 0.6 base mobility - Increases chance to become psionic, slightly; makes it slightly easier to get CE off&lt;br /&gt;
 - Gunner: Loses 5 base will - Decreases chance to become psionic, slightly&lt;br /&gt;
 - Rocketeer: Tree and base stats reworked - see perk image&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Exalt should no longer waste their turn by steadying their weapons - thanks to szmind for help with figuring out where to look&lt;br /&gt;
 - Fixed some typos&lt;br /&gt;
 - Optimized some code&lt;br /&gt;
 - Fixed a bug where adrenaline surge was still granting 10 aim and appearing to grant 10 crit as well&lt;br /&gt;
 - Fixed a bug where seekers, cyberdiscs, and drones would sometimes be landed&lt;br /&gt;
 - Fixed a bug where the Home Ground bonus would not appear on UFO sites&lt;br /&gt;
 - Fixed some missing in-game perk/ability descriptions&lt;br /&gt;
 - Tried to include more code to fix the HUD disappearing with Exalt - hopefully this works even better&lt;br /&gt;
 - Strangle now correctly displays a damage amount popup (was missing before)&lt;br /&gt;
 - Fixed a bug where the defense value of units in F1 was not showing their correct defense value if they had tactical mobility&lt;br /&gt;
 - Fixed a bug where both beam strengthening and the plasma stellerator were not giving damage as expected&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.01 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fragmentation correctly has a 35% chance to proc&lt;br /&gt;
 - Fixed a bug where units would randomly get teleported to the center of the map&lt;br /&gt;
 - Sectoid Commanders now properly have distortion (even if they are drop-ins)&lt;br /&gt;
 - Fixed a bug where Shogun&#039;s perk tree would sometimes be missing a column of perks&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.29.00 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Passing a bomb disposal mission lowers panic by 10 (from 5) - Boost to make the harder council missions feel more worthwhile&lt;br /&gt;
 - Marazuki&#039;s extraction mission now rewards 8 scientists - Makes it unique to that mission type&lt;br /&gt;
 - Mr. Thorne VIP mission now rewards -20 panic due to political effect - makes it unique to that mission type&lt;br /&gt;
 - Site Recon now provides +100 mission xp to all surviving members of the mission - makes it unique to that mission type&lt;br /&gt;
 - Assault-style council missions grant double the cash reward - makes it unique to that mission type&lt;br /&gt;
 - Success on Portent now has a reason the Exalt soldier/survivor doesn&#039;t kill himself: he now defects to your side and Anton &amp;quot;Vector&amp;quot; Smits joins your cause - But he was Exalt! Don&#039;t trust him!&lt;br /&gt;
 - Success on the new Thomas Hutch extraction mission grants 2 new soldiers: Jamie &amp;quot;House&amp;quot; Watson and Jake &amp;quot;Snake Eyes&amp;quot; Green&lt;br /&gt;
 - The &amp;quot;Act of the Game&amp;quot; no longer has any effect on abduction difficulty, and the abduction formula changed to be a little more variable - Act of game was an odd metric to use, and this will mean there should be a few more moderate abductions later on in a campaign (and maybe even a light)&lt;br /&gt;
 - Added a new abduction map: Intro Level (for light and moderate abductions) - QoL&lt;br /&gt;
 - Added a new mission: Thomas Hutch (as a council extraction mission) - QoL&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - New Ability: Home Ground: Units participating in missions in their home country gain 10 will and 0.6 mobility&lt;br /&gt;
 - Enrage now also increases mobility by 50% - Buff to it&#039;s effectiveness, makes it useful for units that are just moving&lt;br /&gt;
 - Aliens will no longer auto-target and auto hit the VIPs: they can now miss like they should and will often prefer to hit a soldier that is an easier target if the VIP is in full cover - YAY, been wanting this for MANY MANY versions since the beginnings of LWR&lt;br /&gt;
 - The moving of the camera and pausing/focusing on an object/unit during a tactical mission has been removed (e.g. van doorn talking, a flight computer description, etc.) - I always found it frustrating having to be forced to wait while the camera slowly pans and stops and bradford or someone talks for a while. I find it now feels much more intuitive where they describe what they are talking about and you can look or not if you want.&lt;br /&gt;
 - Toned down the size of some of the alien leaders - Some felt a little cartoonish instead of cool&lt;br /&gt;
 - Late game enemies starting at Sectoid Commanders have an increased chance to appear (SecCmmdr x1.5, MutonE+HyFloater x2, Sectopod+Ether x3) - so that they don&#039;t get diluted as much from all the earlier enemies&lt;br /&gt;
 - The drop-in rate for enemies on multiple missions has been increase - Makes the drop-ins less of a small issue to a more major component of the mission&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Neural Feedback always does 4 damage (from 5% of psi defender&#039;s will) - Simplification and a bit of a buff, acts to both limit strength on the final mission and buff it during normal missions. Also gives lower will soldiers a non-will based 1st level psi perk.&lt;br /&gt;
 - Rift now deals 5 + will_diff/20 damage on the initial blast and final blast (from 3 + will_diff/20 on initial and 6 + will_diff/20 on final blast) - A little more concise and packs a little more punch on the first hit when the volunteer uses it.&lt;br /&gt;
 - Psi Lance now deals 5 + will_diff/20 damage (from 4 + will_diff/20 and some caps) - Consistency and concise&lt;br /&gt;
 - Fragmentation proc rate to 35% (from 25%) - Buff to assault grenadier and pure rocketeer - With the rocketeer firing every other turn, the pure build didn&#039;t need a weak initial perk for balance anymore and the assault grenadier could use some love&lt;br /&gt;
 - Tactical Mobility back to 15 defense (from 10) - Buff to floaters&lt;br /&gt;
 - Onslaught now reduces mobility by 50% (instead of setting to 0) - Significant buff to Marauders&lt;br /&gt;
 - Aggression grants +10 crit per enemy in sight when using a shotgun - buff to shotgun assaults&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Laser Scatterer renamed to Laser Scattershot - Better name&lt;br /&gt;
 - Guass Pistol changed to a Gauss Autopistol - Now there are 4 pistols and 4 autopistols&lt;br /&gt;
 - All MECs gain 1 DR - Overall increase to their survivability and makes them even more useful early-mid game&lt;br /&gt;
 - SMGs grant 40 crit (from 50) but grant +2/3/4 damage on crits per weapon tier (from 1/2/3) - Buff to their damage output&lt;br /&gt;
 - Machine pistols grant 20 crit (from 40) but grant +2/3/4 damage on crits per weapon tier (from 1/2/3) - Buff to their damage output&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Fragmentation and Holo Rounds swapped on Goliath - Gives a MEC early access to holo, nerfs the grenadier goliath build some for balance&lt;br /&gt;
 - Shogun and Goliath LCPL and CPL levels swapped - Brings them both online earlier&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Ethereal and Uber Etheral aim increased by 20 each - Makes it harder to focus disable them&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug in the tech tree that said EMP weapons required 80 time when it&#039;s actually 350&lt;br /&gt;
&lt;br /&gt;
= LW Rebalance v1.28 =&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.22 ==&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Recoilless Rifle mobility to 0 (from -0.6) and penetration to 1 (from 0) - Allows the mid-game rocketeer to be a little more effective at avoiding DR and to be a little more mobile&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - HEAT warheads grants 3 pen (from 2) - Buff for balance on the trees, especially with Recoilless Rifle granting a pen&lt;br /&gt;
&lt;br /&gt;
Bug Fixes: &lt;br /&gt;
 - Fixed a bug where the combat patrol cost was not incrementing&lt;br /&gt;
 - Fixed a bug where the price for selling items in the grey market would modify when loading and saving other games too often (Note: the fix will occur after the first tactical mission)&lt;br /&gt;
 - Fixed a bug where the assault rifle was doing 40 damage (!) - WHoopsies&lt;br /&gt;
 - Fixed a bug where battlefield aptitude was not granting a will bonus&lt;br /&gt;
 - Fixed a bug where battlefield aptitude was granting 5 more defense than intended&lt;br /&gt;
 - Fixed a bug where all overwatch shots were bypassing cover DR&lt;br /&gt;
 - Added some code to help prevent the HUD from disappearing when exalt panics - Not sure if this will work as the HUD doesn&#039;t disappear for me, but it might do the trick&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.21 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Conquering an alien base and freeing a country resets panic to 55 and lowers continent panic (including the freed country) by 5 (from setting to 88) - Makes it a lot easier to re-take countries and actually hold them&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Fragmentation grants a 25% chance for double damage (from 20%) - Slight buff&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Gunner base will to 10 (from 15) - Slight nerf&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Berserker/Chryssalid mobility gain per alien level lowered to +1.2/1.8 (from +1.8/2.5) - Nerfed, Tone down on how much mobility they get, especially into the end game with stacking their mobility was too high&lt;br /&gt;
 - Chryssalid mobility to 13.7 (from 15) - Nerfed, Decrease in mobility&lt;br /&gt;
 - Seekers and Mutons upgrade at alien level 4, 6, 8, 10, 12, 14 (from 5, 7, 9, 11, 13) - Slight buff; makes it so that each alien level has some form of upgrade instead of focusing it mostly on the odd levels&lt;br /&gt;
 - Berserkers and Mechtoids upgrade at alien level 6, 8, 10, 12, 14 (from 7, 9, 11, 13) - Same reason as above&lt;br /&gt;
 - Heavy Floaters, Muton Elites upgrade at alien level 8, 10, 12, 14 (from 9, 11, 13) - Same reason as above&lt;br /&gt;
 - Ethereals upgrade at alien level 10, 12, 14 (from 11, 13) - Same reason as above&lt;br /&gt;
 - Sectopods start with Reactive Targeting Sensors (from only leaders having it) - Grants some more threat on the non-leaders&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where the Hit Chance Reticule was always saying 100%&lt;br /&gt;
 - Fixed on typo on steady weapon suggesting it could affect overwatch shots&lt;br /&gt;
 - Units caught off-guard should now correctly update their cover and position&lt;br /&gt;
 - Suppression now correctly bypasses cover DR when it breaks and shoots&lt;br /&gt;
 - Double Tap will no longer use the cooldown when the unit with double tap fires a pistol&lt;br /&gt;
 - Fixed a bug where units throwing a grenade would sometimes speak twice or talk about a rocket being off target&lt;br /&gt;
 - Fixed some slightly incorrect descriptions&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.20 ==&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
 - New soldier cost to 90 credits (from 110) - Makes it easier to avoid fatigue spirals with new soldiers&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - New feature that identifies how much damage an explosive will have with fall off in the targeting HUD - Helps players figure out how close they are to their targets, QoL&lt;br /&gt;
 - Explosive fall off is now simply the distance from the target down to 50% (from the distance from the target SQUARED down to 50%) - Makes explosive fall off less punishing&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - AP grenades have 2 penetration (from 0), damage to 3 (from 4), and radius to 2 (from 1) - Makes them much better at penetrating hardened targets (as their name infers). Multiple reasons for the changes but the main one was a fall off being bugged at small ranges causing a significant decrease in damage with use.&lt;br /&gt;
 - Javelin rocket radius to 2 (from 1) and scatter reduction removed (from -50%) - Large increase in hit area (2x radius, 4x area, 8x volume) but no more decreased scatter - necessary to fix damage fall off problem&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where holo rounds was granting +1 penetration even before holo was applied (making it quite OP)&lt;br /&gt;
 - Fixed a typo where some descriptions still said shredder was damage received and not damage taken&lt;br /&gt;
 - Fixed a bug where off-guard would popup after turn 2&lt;br /&gt;
 - Fixed some typos&lt;br /&gt;
 - Fixed a bug where panicked units were not acting correctly and sometimes would get a free move (almost lost Chilong in my own campaign due to this!)&lt;br /&gt;
 - Fixed a bug where after a soldier has finished panicking, they still hyperventilate&lt;br /&gt;
 - Fixed a bug where aliens that were &amp;quot;off guard&amp;quot; would still not process their cover correctly&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.19 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Reward soldiers start with their current rank, but their xp is set to a rank lower - Acts as newer soldiers taking time to adjust to XCOM, makes soldiers that have &amp;quot;earned&amp;quot; their ranks more valuable, slows down overall xp gain from reward soldiers (note: in the previous version this was bugged and reward soldiers started with 0 xp)&lt;br /&gt;
 - XTP II auto promotes to LCPL and grants 100 xp (from 0 xp) - Adjusted to new dynamic of autopromotions granting xp to 1 rank lower&lt;br /&gt;
 - MECs no longer receive additional fatigue - it was minor enough not to warrant the inclusion due to it not really being necessary to hamper MECs as their costs justify their strength&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - You can now view abilities on XCOM units during a scamper move and they will be colored red denoting that they cannot be used - Helps identify charges/cooldowns and what abilities each of your units have available&lt;br /&gt;
 - New dgc.ini value: RAND_DAYS_INJURED=1; (LWR Default = 1) After this many covert operative extraction or data recovery missions bradford will not talk about objectives before new mission - Allows the player to control how often bradford will talk about how to do exalt missions (setting to 0 will mean never)&lt;br /&gt;
 - Shred is now based on damage taken instead of damage received - This just means it doesn&#039;t count the damage that was resisted, only the damage that was taken. This was changed because it was possible to stack high shred counts on some bosses (e.g. the final boss of the game) when they had full DR while still getting very strong shred effects. This way, it&#039;s still important to circumvent their DR and shred still stacks indefinitely and exponentially.&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Extra Conditioning grants 20% reduction in both fatigue and injury times (from just fatigue at 30%) - Makes the increased use of the soldier work for wounds too&lt;br /&gt;
 - Squadsight is -4 aim per tile (from -3 aim per tile) - Since sniper rifles and marksman scopes set this to -2, this change only affects Jaegers and enemy SS units, both being toned back slightly&lt;br /&gt;
 - Sapper grants triple enviro damage (from quintuple) - Slight tone back on end-game cover destruction capability, cover destruction is very strong and not always ideal gameplay to have so strong, at triple enviro damage it will still destroy most things so this is&#039;t as large of a nerf as it might seem (e.g. a HE greande will do 180 enviro damage instead of 300, and most objectives have 40-120 enviro HP; a plasma grenade would do 300 enviro damage)&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - KSM damage to 24 (from 20) - 20% buff in damage&lt;br /&gt;
 - SMG crit to 50 (from 40) - Buffed, makes critting easier with them to act as a slight boost to their strength&lt;br /&gt;
 - MINE launcher radius increased to 4 (from 3) and enviro damage to normal (from double) - Significant buff while also reducing cover destruction capability in the end game&lt;br /&gt;
&lt;br /&gt;
XCOM: &lt;br /&gt;
 - Shogun loses 0.6 base mobility - Slight nerf&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Added some extra code to make sure that people you are OWing get OW&#039;d when they act (as sometimes this would get missed)&lt;br /&gt;
 - Fixed a bug where quieting bradford during consecutive exalt missions wasn&#039;t working - Thanks to szmind for this awesome code and the fix! =D&lt;br /&gt;
 - Fixed some typos in-game and on the perk tree&lt;br /&gt;
 - Fixed a bug where aliens who were panicked would sometimes not lose their first turn during their session of panic&lt;br /&gt;
 - 2nd wave option &amp;quot;Training Roulette&amp;quot; no longer disables mobility stat gains&lt;br /&gt;
 - Hit and Run now correctly colors the HUD icons purple for disabling shot and precision shot when active&lt;br /&gt;
 - Shoguns now correctly have Fortified as a LCPL perk&lt;br /&gt;
 - Fixed a bug where sectopods would show Hit and Run on their perk list&lt;br /&gt;
 - Fixed a bug where distortion aura was working on flanked units&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.18 ==&lt;br /&gt;
&lt;br /&gt;
Maps:&lt;br /&gt;
 - Removed some especially difficult landing zones from many maps to smooth out the difficulty of many missions&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - XTPs that autopromote don&#039;t actually grant any xp, just the promotion - Slows down xp accumulation while still making lower level soldiers still useful, making Show &#039;em the ropes more useful as well - Thanks to snackhound for the idea&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - A popup now displays when a unit is in smoke and it prevented a reaction shot - QoL, helps the player better understand game mechanics&lt;br /&gt;
 - If you click on one of your units that are on overwatch, you can now see which enemies it has overwatch against as there will be a big green arrow over each enemy that that unit is targeting on OW - Provides some additional information if you&#039;ve triggered more pods or simply had a long turn and want to quickly see who you can OW - thanks to szmind for the code&lt;br /&gt;
 - Disorientation lowers mobility by 60% (from 70%) - It was a little too effective at 70%&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Aggression now grants 5 crit per enemy in sight (from 10 crit and +1 crit damage) - Distinction of the perk and makes it stronger when XCOM needs it more&lt;br /&gt;
 - Executioner grants +30 aim and +2 damage (from +20 aim and crit, and +2 damage) against targets at or below half health - Extra aim will carry over to crit if it&#039;s too much, simplification and buff of the perk, helps finish off low life targets that you just need to tag, and the crit on a unit below half health was usually not that important&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Shielding Pod requires Muton Interrogation (from Heavy Floater Autopsy) and New Combat Systems (from MEC Warfare Systems) - Brings the shielding pod online earlier to help SHIVs through the mid game, also didn&#039;t make sense that a SHIV only item was unlocked from a MEC tech&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Aggression and Bullseye swapped on Jaeger - makes the MSGT perk option more competitive&lt;br /&gt;
 - Bullseye replaced with Sharpshooter on the Sniper - makes more sense for the sniper and still acts a little like anti-floater tech, also, tones down proliferance of bullseye and increases occurance of sharpshooter&lt;br /&gt;
 - Alloy SHIV armor HP to 22 (from 18), Hover SHIV armor HP to 16 (from 14) - Boost to tankiness&lt;br /&gt;
 - Hover SHIV defense to 30 (from 20) - Boost to resiliency&lt;br /&gt;
 - Marauder perk tree reworked some (see perk image)&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where aliens would sometimes avoid multi-turn panics&lt;br /&gt;
 - Fixed a bug where some abilities would remain on cooldown for an extra turn longer than they should&lt;br /&gt;
 - Fixed a bug where RTS would trigger against XCOM units with snapshot&lt;br /&gt;
 - Fixed a bug where &amp;quot;Reaction Fire Avoided&amp;quot; popups would occur when there was no reaction fire to avoid&lt;br /&gt;
 - Fixed a typo on assault carbine&#039;s aim&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.17 ==&lt;br /&gt;
&lt;br /&gt;
QoL:&lt;br /&gt;
 - Aliens who are out of ammo will now display this in the F1 panel incase you missed the popup&lt;br /&gt;
 - Alien max level leaders now have gold HP bars - Distinguishes them from normal leaders&lt;br /&gt;
&lt;br /&gt;
Air Game:&lt;br /&gt;
 - Combat Patrols now cost 200 credits, but their cost increases by 100 after each use - The cost increase is cause the aliens get more resilient and aware of their effect. =P This makes it much more appealing to use, but not something that can readily be abused. It also presents an interesting dynamic of WHEN you should use them for best effect.&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - XP required for GSGT/MSGT decreased/reverted to 5100/7000 (from 5500/8000) - The change wasn&#039;t required, the fatigue problem fixed it and the slower progression wasn&#039;t as ideal gameplay for the player&lt;br /&gt;
 - XTP I now also auto promotes all PFCs to SPECs - Prevents ever having to field a PFC after acquiring&lt;br /&gt;
 - XTP II now also auto promotes all SPECs to LCPLs - Prevents ever having to field a PFC/SPEC after acquiring&lt;br /&gt;
 - XTP II grants +10xp/day to LCPLs and CPLs (from +10 more to PFC/SPEC and +30 to LCPL/CPL) - Tone back on rate at which XTP provide xp to mid level units. It was sometimes more beneficial to leave your units out of battle than actually bring them in a battle for the purposes of gaining XP. Simply, OTS programmes were much too strong and even sometimes punished players who brought them on missions with less XP.&lt;br /&gt;
 - Special Warfare School grants triple xp bonus to XTP (from +50%) - Accommodates for decreased XTP rate&lt;br /&gt;
 - Added new 2nd wave option: Ease Into It (#17): The first mission consists of only 10 sectoids - Gives those who dislike the first mission an easier way around it&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - The chance for being fatigued is decreased to 2% (from 3%) - Makes it a little less punishing to bring fatigued soldiers on missions&lt;br /&gt;
 - The chance for being exhuasted is decreased to 0.2% (from 1%) but is no longer restricted to non-battle situations and fatigue of &amp;gt;10 days - Makes it always a possiblity but much more rare so it doesn&#039;t hurt as much when you bring someone with 10+ days of fatigue in, also a simplification&lt;br /&gt;
 - Chance of Alien Leaders reduced/reworked: Leaders in a pod now have a 25 + 5% per alien chance to appear in each pod - Slowly increases portion of leaders fought throughout the game. Note certain scripted missions will dictate alien leader chances outside of this formula.&lt;br /&gt;
 - Leader Levels reduced/reworked: Leader level = 1 + rand(alien level/2), it can then be increased by ufo size (+0-3) and alien aggression (+0-2) and capped at 8, and then has a 10% chance to gain +1 - Reduces early and mid game frequency of high level aliens. Note certain scripted missions will dictate alien levels outside of this formula.&lt;br /&gt;
 - Shaken now only lowers will be 10 per allied death (from 15) - Helps prevent will from plummeting as much during &amp;quot;dangerous&amp;quot; times&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Officer Perk: International Warriors replaced with Clutch Leadership: Squad receives +2 aim per enemy in sight and +5 defense when protected by cover - Buffed, removed the continent requirements (as it felt odd) and replaced with # of enemies in sight as a more interesting and engaging mechanic, added some def that requires cover&lt;br /&gt;
 - Officer Perk: Battlefield Aptitiude now grants +5 defense when protected by cover and +10 will (from just +5 defense at all times) - Buffed, includes cover-based defense and a will bonus&lt;br /&gt;
 - Officer Perk: Show &#039;Em The Ropes grants triple xp (from double) but only grants it to CPL or lower (from SGT or lower) - The goal was to accelerate lower ranks quickly. SGT is not really a low rank, and double mission xp really wasn&#039;t fast enough for the lower ranks. This also helps accommodate for decreased XTP xp gain.&lt;br /&gt;
 - Grit grants +3 HP (from +2) - Buff to gunner tanks&lt;br /&gt;
 - Bombard increases throw range by 20% (from 40%) - Prevents aliens from throwing grenades as far, which was making cover and range less relevant&lt;br /&gt;
 - Sharpshooter altered to grant +10 aim against bio targets (from +1 pen) - Makes it more unique, and stacks with bullseye against floaters&lt;br /&gt;
 - Distortion&#039;s aura provides 30 defense to those in cover within 8 tiles (from 50 defense) - Toned back so it&#039;s not as oppressive&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Sharpshooter on the Sniper perk tree replaced with opportunist - Sharpshooter was a little weak and this helps turn on the mayhem overwatch build for snipers&lt;br /&gt;
 - Sharpshooter on the Infantry perk tree replaced with aggression - Pushes crit builds a little more on a MSGT infantry&lt;br /&gt;
 - Grit on the Assault perk tree replaced with Shadowstep - Grit was getting too strong of a choice and shadowstep allows for more crit predictability&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Misc typos&lt;br /&gt;
 - Fixed a bug where enemies with rapid reaction would still try to go on overwatch even when it would do nothing&lt;br /&gt;
 - Fixed a bug where reaction fire avoiding abilities would proc even when there was no reaction fire to avoid&lt;br /&gt;
 - Fixed a bug where impact was working for attacks other than shots&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.16 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Special Warfare School no longer grants -20% fatigue but instead grants +50% xp from XTPs - Makes more sense as it focuses on the &amp;quot;warfare school&amp;quot; aspect&lt;br /&gt;
 - Roscosmos no longer grants an additional uplink but instead replaces the starting uplink with a nexus - Makes it easier to build upon, especially in Europe&lt;br /&gt;
 - Fatigue increases by 5% per month (from 10%) - It was getting too punishing in the late game, and not all missions reduced at 10% per month into the late game&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Shred no longer removes hardened and grants +1 damage per application but instead: Damage to shredded targets is increased by 20 + x%, where x is 5 times all shred damage received - Despite trying to increase it with multiple applications, it was still too weak and not often sought-after (unlike holo). This should give it the boost it needs to make it more main-stream. Remember, you can check the amount of shred in F1 on any target. As an example of use: if you fire at and hit a mecthoid with a shredder ammo Gauss LMG, you will deal 10 damage and, regardless of how much damage was resisted, the mecthoid will be receiving +70% damage from future sources, but will still be hardened. Javelin rockets will also stack up additional damage quickly. There is no cap so on large enemies stacking shred can increase the damage drastically.&lt;br /&gt;
 - Rocket scatter reduced by 20% - Increases accuracy of rockets&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Shock and Awe grants rockets the ability to maim any biologic target that is below half health - Significant buff to the strength and role of rocketeers in the mid and late game&lt;br /&gt;
 - Tactical mobility grants +10 def (from +15) - Toned back a little, making floaters and other high defense targets a little easier to hit&lt;br /&gt;
 - Officer Perk: Strength in Diversity renamed to Strength in Numbers and grants will equal to the number of deployed soldiers (instead of number of different countries) - It was frustrating/annoying to have to worry about ensuring different nationalities&lt;br /&gt;
 - Officer Perk: Stay Frosty grants 10% fatigue reduction (from 7%) - Buff for balance, was underpowered slightly before and the new strength in numbers is even a little stronger&lt;br /&gt;
 - Holo Rounds no longer grants +1 penetration to shots at mechanical targets but instead, shots against targets that are holo&#039;d will receive +1 penetration - Makes the debuff more significant to play with and around, especially now that the pen works on all units&lt;br /&gt;
 - Vital Point Targeting grants +60% damage at point blank (from +50%) - Boost to it&#039;s strength in close quarters&lt;br /&gt;
 - Fire Rocket and Javelin Rocket have a shared 1 turn cooldown - Prevents rocketeers from firing their rockets every turn, encouraging them to diversify their playstyle&lt;br /&gt;
 - Critical System Targeting grants +50% damage (from +40%) - Needed a boost to stay competitive on the trees&lt;br /&gt;
 - Extra Conditioning grants 30% fatigue reduction (from 20%) - Focuses more on the fatigue reduction aspect of the perk&lt;br /&gt;
 - Mayhem grants 2 damage to suppression (from 1) - Buffed, it accelerated too quick to laser and was too weak at ballistic&lt;br /&gt;
 - Hit and Run grants +2 damage against uncovered targets - As a single hit shot, it needed more of an impact&lt;br /&gt;
 - Ranger grants +20% throw range (from +10%) - Buffed to boost builds on the perk trees&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Core Armoring renamed to Core Plating, Regenator Vest renamed to Regenerative Plating, Reinforced Armor renamed to Reinforced Plating - Increases understanding of their use and adds consistency to the naming convention&lt;br /&gt;
 - Marksman&#039;s Scope renamed to Marksman Scope - Simplicity&lt;br /&gt;
 - Adapative Tracking Pod grants +5 aim (from 0) - Accommodates for Bullseye not being as strong&lt;br /&gt;
 - SAW/LMG/SHIV weapons grant mayhem suppression 3-6 damage (from 2-5) and plasma lmg grants 8 (from 7) - Accommodates for mayhem buff&lt;br /&gt;
 - Breaching Ammo no longer bypasses the crit penalty from hardened targets - without shred removing hardened, it&#039;s room to work is increased significantly&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Gunner&#039;s Holo Rounds and Shredder swapped - Brings Holo on earlier&lt;br /&gt;
 - Sniper&#039;s Holo Rounds and Executioner swapped - Brings Holo on earlier&lt;br /&gt;
 - Scouts&#039;s Holo Rounds and Packmaster swapped - Brings Holo on earlier&lt;br /&gt;
 - Medic&#039;s MSGT perk Grit replaced with Brawler - Tone back on the late game strength of the tank medic while pushing the CCS build&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Chryssalid defense to 30 (from 50) and their innate DR is reduced to 0.5 (from 1) - Accommodates for shredder&#039;s inability to remove hardened and makes them less frustrating to hit&lt;br /&gt;
 - Shredder ammo removed from all muton elites to just leaders - It was too difficult to avoid and felt too punishing for the rate at which you acquired it, this should make it so it is somewhat avoidable by only worrying about the leader&lt;br /&gt;
 - Holo rounds moved from level 5 muton elites to all muton elites - Accommodates for losing shredder and provides a late game source of holo as drones become less common&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a LW 1.0 bug where red fog was modifying will values incorrectly&lt;br /&gt;
 - Fixed a bug where rapid reaction could still overwatch against units that were unseen &lt;br /&gt;
 - Fixed a bug where Impact was only granting penetration against mechanical units&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.15 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - XTP I grants +10xp per day for PFCs and SPECs (from +20xp per day for PFCs only) - Toned down in rate, but grants much more total xp&lt;br /&gt;
 - XTP II grants PFCs and SPECs gain +20 xp per day and healthy LCPLs and CPLs gain +30 xp per day (from +50xp per day for SPECs and LCPLs) - Toned down in rate, but grants more total xp&lt;br /&gt;
 - You can no longer retrain a soldier unless they are healthy - Makes sense and prevents some abuses&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Bradford will no longer explain to you how to perform a mission if you&#039;ve already done it before (e.g. covert op missions) - Thanks to szmind for the amazing code&lt;br /&gt;
 - Outsiders now physically grow in size based on their health - makes the effect of their growth perk more apparent&lt;br /&gt;
 - Panic has a 30% chance to not break each turn (from 20%) [Still capped at 4 turns] - makes it more effective as it&#039;s more likely to be multi-turn&lt;br /&gt;
 - Injury and Fatigue increases by 10% each month - There was a problem getting into the late game where the missions would start to significantly decrease making too many of your soldiers not needed and the ability to focus too much on just an A and B team, this keeps injury and fatigue times up with mission density&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Mayhem grants +25% weapon damage to rockets (from +20%) - It was doing too little at 20%&lt;br /&gt;
 - Rapid Reaction no longer grants reaction shots at units that were out of sight when the unit went on overwatch - It negated a core mechanic of overwatch, felt unfair a lot of the time, and made movement difficult/slow/unfun&lt;br /&gt;
 - Psi Inspire lasts 1 turn (from 2) - Was really strong at 2, not needed and made it too competitive&lt;br /&gt;
 - Psychokinetic Strike cooldown to 8 turns (from 3) - Nerfed as it was too strong (Like unlimited sapper)&lt;br /&gt;
 - Telekinetic Field cooldown to 6 turns (from 4) - Nerfed as it was too strong as well (Like unlimited dense smoke)&lt;br /&gt;
 - Inner Fire also grants 1 DR (1.5 DR with psi mastery) - Buffed, useful on tanks too&lt;br /&gt;
 - Sharpshooter no longer grants any bonus aim (from +10 aim against targets in cover) - It was a little strong, balance on the trees&lt;br /&gt;
 - Extra Conditioning grants +1 armor HP (from +2) - Nerfed as the fatigue reduction is really strong and it was stronger than ideal for tree balance&lt;br /&gt;
 - Bullseye grants +15 aim against flying units (from +20) - It&#039;s surprisingly strong&lt;br /&gt;
 - Disabling Shot has a 3 turn cooldown (from 2 turn) - Slight tone back; mostly just prevents consistent disabling which wasn&#039;t a common use&lt;br /&gt;
 - Distortion grants 50 defense against shots to all allies protected by cover within 8 tiles (from 10) - Was too insignificant at 10, encourages either dealing with the distortion unit or bypassing cover&lt;br /&gt;
 - Tenacious Defense grants 2 HP (from 1 HP) - Toned back for balance on the trees&lt;br /&gt;
 - Jetboot Module to 4 turn cooldown (from 2) - It was previously a little too weak, and the buff made it a little too strong. However, I wanted to keep the unique role it plays vs other +mob perks so the cooldown was increased instead.&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Neural Gunlink aim to 15 (from 10) - Increased offensive potential of psionics&lt;br /&gt;
 - Gauss and Pulse SMGs grant +2 damage during critical hits (from +1) and the Plasma SMGs and Plasma Mauler grant +3 damage during critical hits (from +1) - Boost to the damage of higher level SMGs&lt;br /&gt;
 - Spare Rocket and Javelin Rocket only grant 1 rocket (from 2) - Tone back on # of turns rocketeers will spend just firing rockets in the early and mid game (basically pre-Shock and Awe)&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Gunner base will to +15 (from +10) - Slight boost to allow for a little more psionic potential&lt;br /&gt;
&lt;br /&gt;
Alien:&lt;br /&gt;
 - Various enemies will no longer receive an alien level stat upgrade at the same alien level that they appear en masse which includes: Seekers, Mutons, Mechtoids, Berserkers, Sectoid Commanders, Heavy Floaters (2 levels), Muton Elites (2 levels), Sectopods, Ethereals (2 levels)&lt;br /&gt;
 - Muton will to 10 (from 20), Muton Elite Will to 30 (from 50), Floater will to 15 (from 30), Heavy Floater will to 20 (from 35) - Decreased amount of will throughout enemy ranks&lt;br /&gt;
 - Muton/Muton Elite/Floater/Heavy Floater will gain per level to 6 (from 10) - Decreased amount of will throughout enemy ranks&lt;br /&gt;
 - Muton base DR to 0.5 (from 1) - Makes them a little easier to down with lower damage weapons&lt;br /&gt;
 - Muton Elite base HP to 30 (from 24) - Increases resiliency, accommodates for level losses&lt;br /&gt;
 - Heavy Floater base HP to 20 (from 16) - Increases resiliency, accommodates for level losses&lt;br /&gt;
 - Sectoid Leader level 1 will bonus to 20 (from 30) - Slight reduction as they are really strong opponents&lt;br /&gt;
 - Ethereal will per level increased to 40 (from 20), aim per level to 20 (from 10), regen per level increased to 6 (from 3), and hp per level increased to 10 (from 5) - Accommodates for getting half as many levels&lt;br /&gt;
 - Ethereal base health to 28 (from 24) and aim to 110 (from 100) - Accommodates for getting less levels&lt;br /&gt;
&lt;br /&gt;
Behind the Scenes:&lt;br /&gt;
 - Streamlined the overwatch code - helps prevent bugs and machine lag&lt;br /&gt;
 - Streamlined some health display code - helps prevent bugs and machine lag&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where Ready For Anything would sometimes not correctly add all units visible to the valid overwatch targets&lt;br /&gt;
 - Fixed a bug where drop-ins and other reinforcements would trigger inappropriate reaction shots from XCOM soldiers on overwatch&lt;br /&gt;
 - Fixed a bug where the confirmed sightings on UFOs would disappear if the game was played in languages other than english&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.14 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Ballistic, Laser, Gauss, Pulse Carbines grant 5 def - They were unintentionally granting 10 def&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.13 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - XP required for GSGT and MSGT increased to 5500/8000 (from 5100/7000) - Makes it harder to max out your A-Team&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Mayhem grants +70% and +90% weapon damage to strike and sniper rifles (from 75/100) - Slight tone back to accommodate for loss of penetration making other sniper builds proportionally weaker&lt;br /&gt;
 - Sapper no longer grants an additional penetration - Cover destruction is really good&lt;br /&gt;
 - Smoke and Mirrors no longer increases throw range (just extra grenades and reaction fire immunity with support grenades) - Tone back of offensive disabling potential of supports, was especially too far on the support rocketeer&lt;br /&gt;
 - Mind Fray lasts through 2 turns (from 1) - It was too weak for XCOM, especially vs psi panic&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Carbines all grant +5 defense - Makes them unique and acts as a buff&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where newly revealed pods that went on overwatch sometimes wouldn&#039;t have their overwatch trigger&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.12 ==&lt;br /&gt;
&lt;br /&gt;
Air Game:&lt;br /&gt;
 - Stringray fire time increased to 11s (from 10s) - Slight nerf&lt;br /&gt;
 - Phoenix Cannon cost to 130 credits (from 300) - Signifcantly more accessible&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Base Fatigue time for going on a mission lowered to 0 days for soldiers and 2 days for MECs (from 1 and 3 days) - Makes fatigue a little less penalizing&lt;br /&gt;
 - Consistent Fatigue reduced to 7/9 days (from 10/12 days) - accommodates for reduction of base fatigue, assumming 14 turns for a mission instead of 18&lt;br /&gt;
 - Difficulty modification of alien level to 80/90/100/110% (from 62.5/75/87.5/100%) - Increases the rate at which campaigns will encounter new aliens, prevents easier difficulties from not gaining access to certain aliens before they require their research&lt;br /&gt;
 - Abduction soldier rewards will have a minimum rank of Specialist - Never felt great to get another rookie&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Sniper Rifle penetration to 1 (from 2) - Was too strong at acting as mobile artillery, simplifying too many encounters&lt;br /&gt;
 - Strike Rifle penetration to 0 (from 1) - Balance vs sniper rifle and other weapons&lt;br /&gt;
 - Strike Rifle crit to 30 (from 20) - Slight buff for balance vs other weapons&lt;br /&gt;
 - Battle Rifle crit to 10 (from 0) - Slight buff for balance vs other weapons&lt;br /&gt;
 - Elerium Emitter range to 5 (from 10) - Encourages short range use as stealth can be quite abusive&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where every unit in the game was getting the damage bonus of brawler up close - Whoopsies&lt;br /&gt;
 - Fixed an AI bug where some Mutons, Muton Elites, and Floaters would skip their turn when they tried to throw a grenade but their target was out of range - Slight improvement of AI&lt;br /&gt;
 - Fixed a bug where officer&#039;s would sometimes not grant bonus experience to soldiers on &#039;heavy&#039; missions&lt;br /&gt;
 - Fixed a bug where Double Tap would sometimes not go on cooldown after using it&lt;br /&gt;
 - Fixed a bug where a random popup of &amp;quot;Javelin Rocket&amp;quot; would sometimes occur when using javelin rockets that missed&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.11 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Plasma Weapons research renamed to Light Plasma Weapons, Advanced Plasma Weapons renamed to Standard Plasma Weapons - More intuitive to what they actually unlock&lt;br /&gt;
 - The Brawler ability now has it&#039;s own icon - QoL&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Aliens gain 5 and 10 will on brutal and impossible (from 10 and 20) - Makes psionic abilities more useful against them on higher difficulties&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Ranger grants 20 aim to sidearms (from 25) - Slight nerf as them outpacing primary weapons wasn&#039;t ideal&lt;br /&gt;
 - Light &#039;Em Up now grants +1 damage to non-reaction shots - Encourages straight out shooting on the infantry, pushing the hybrid roles more&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Battle Rifles moved to basic laser/gauss/pulse (from advanced) - Allows unlocking them earlier&lt;br /&gt;
 - Plasma Battle Rifle moved to Standard Plasma Weapons (from Heavy Plasma Weapons) - Consistency with previous tiers&lt;br /&gt;
 - Plasma Novagun moved to Heavy Plasma Weapons (from Standard Plasma Weapons) - Consistentcy with previous tiers&lt;br /&gt;
 - Rocket damage to 100% of base (from 125% of base) but scatter reduced by 20% - Overall nerf: 20% more consistent but less damage. More tone down for early game while not touching mid or late game as much.&lt;br /&gt;
 - Carbine aim to 10 (from 15) and crit to 20 (from 30) - Was really strong putting it in too much of a primary role&lt;br /&gt;
 - SMGs no longer grant Killer Instinct and instead grant +1 damage during critical hits - Nerfed, prevents overlap with the perk -- killer instinct was providing more damage than intended for a lightweight rifle (often +2 or more during crits)&lt;br /&gt;
 - Machine Pistols now grant +1 damage during critical hits - Buffed, makes them more useful&lt;br /&gt;
 - Pulse Pistol, Laser Pistol, and Laser Heater all lose their 10 aim, but each instead grants 10 more crit - The 10 aim was bugging out and not working in many situations and I couldn&#039;t fix it, it should have only been 5 aim so the 10 crit seems a reasonable compromise, gives the Heater a unique roll as highest crit laser tier&lt;br /&gt;
&lt;br /&gt;
Equipment Crit Adjustments:&lt;br /&gt;
 - Gauss Carbine to 45 crit (from 65) - Should have been 20 base crit with +25 crit to accomodate for the 0.5 damage loss (0.25 * 0.5 * 4 = 0.5)&lt;br /&gt;
 - Gauss Stuttergun to 65 crit (from 75) - Should have been 40 base crit +25 crit (rounded to nearest 5: 15) to accomodate for the 0.5 damage loss (0.25 * 0.5 * 4 = 0.5)&lt;br /&gt;
 - Gauss Strike Rifle to 35 crit (from 40) - It should have 20 crit (strike rifle) and then 14.3 more crit (rounded to nearest 5: 15) to accommodate for the 0.5 damage loss (0.1429 * 0.5 * 7 = 0.5)&lt;br /&gt;
 - Gauss Pistol to 25 crit (from 35) - It should have +25 crit to accommodate for the 0.5 damage loss (0.25 * 0.5 * 4 = 0.5)&lt;br /&gt;
 - Gauss Battle Rifle to 15 crit (from 20) - It should have 14.3 more crit (rounded to nearest 5: 15) to accommodate for the 0.5 damage loss (0.1429 * 0.5 * 7 = 0.5)&lt;br /&gt;
 - Gauss Machine Gun to 10 crit (from 15) - It should have 10 more crit to accommodate for the 0.5 damage loss (0.1 * 0.5 * 10 = 0.5)&lt;br /&gt;
 - Pulse Carbine to 45 crit (from 65) - Should have been 20 base crit +10 crit for pulse with +16.67 crit (rounded to nearest 5: 15) to accomodate for the 0.5 damage loss (0.1667 * 0.75 * 4 = 0.5)&lt;br /&gt;
 - Pulse Stengun to 65 crit (from 75) - Should have been 40 base crit +10 crit for pulse with +16.67 crit (rounded to nearest 5: 15) to accomodate for the 0.5 damage loss (0.1667 * 0.75 * 4 = 0.5)&lt;br /&gt;
 - Pulse Strike Rifle to 40 crit (from 45) - It should have 20 crit (strike rifle) +10 crit for pulse and then 9.5 more crit (rounded to nearest 5: 10) to accommodate for the 0.5 damage loss (0.0952 * 0.75 * 7 = 0.5)&lt;br /&gt;
 - Pulse Pistol to 35 crit (from 35) - It should have +10 crit for pulse +10 crit for being a pulse side arm +16.67 crit (rounded to nearest 5: 15) to accommodate for the 0.5 damage loss (0.1667 * 0.75 * 4 = 0.5)&lt;br /&gt;
 - Pulse Battle Rifle to 20 crit (from 25) - It should have +10 crit for pulse 9.5 more crit (rounded to nearest 5: 10) to accommodate for the 0.5 damage loss (0.0952 * 0.75 * 7 = 0.5)&lt;br /&gt;
 - Pulse Gatler to 15 crit (from 20) - It should have +10 crit for pulse and +6.67 (rounded to nearest 5: 5) more crit to accommodate for the 0.5 damage loss (0.06667 * 0.75 * 10 = 0.5)&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Sectoids, Seekers, Sectoid Commanders all have +5 aim - Accommodates for Ranger nerf&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Shadowstep buff was appearing on all units (even those without shadowstep) - Just a display bug, but fixed nonetheless&lt;br /&gt;
 - Added the &amp;quot;Grants Maim&amp;quot; with description to all relevant sidearms&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.10 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - SHIV Advancements no longer grants Danger Zone - Was a little too strong with Danger Zone especially at a time when the SHIV is already very strong&lt;br /&gt;
 - Toned back council requests ability to offer high reward soldiers - Prevents situations like getting a request for a TSGT in March&lt;br /&gt;
 - Retraining a Soldier (reseting their perks) now costs 0 meld but adds 15 days of fatigue - Allows players to reset perks for a more reasonable cost -- meld was a poor cost b/c it was too restrictive in meld starved campaigns and too abdundant in meld plentiful campaigns. This also allows reasoanble experimentation with soldiers that are not seeing as much action.&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Off Guard is a 80/40% chance on the 1st and 2nd turn to catch units off guard (from 100/66/33% on the 1st, 2nd, and 3rd turn) - Toned back slightly, as a little too powerful and will still have it&#039;s intended effect at 80/40%.&lt;br /&gt;
 - Overseer missions now contain an extra pod of 3 outsiders - Makes it so players always have access to a shard for creating a skeleton key&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Ranger grants a 10% throw range increase - A compromise to boost the throw builds while still boosting other builds. Yes it&#039;s more complex but this is kinda a swiss-army knife perk that seems to need it.&lt;br /&gt;
 - Squadsight penalty now kicks in at 20 tiles (from 22) - Slight nerf to squadsight classes (no change for 0-20 tiles, -~5 aim at beyond 22 tiles)&lt;br /&gt;
 - Danger Zone only boosts suppression on Gunners (not explosives) - Made little sense that it did, was just I had to (eventually) figure out how to program it as it was tricky&lt;br /&gt;
 - Snapshot reduced to 25 and 50% chance to trigger a 0 AP action with a normal weapon and strike rifle, respectively (from 30 and 60%) - The strike rifle was buffed significantly which made the strike rifle scout a lot more powerful than the other options, this is to pull it back in line. It also was a little too competitive on both the infantry and Shogun so this pushes it back slightly on them.&lt;br /&gt;
 - Deflection shield increases defence by 5 per tile (from 3 per tile) - With the reduction on triggering on difficulties and the lack of crit resistance attached, it was a little too insignificant at acting like a form of mobile cover and protecting ethereals, sectoid commanders, and mutons that walk into the open without acting&lt;br /&gt;
 - Mind Merge reduces rocket scatter by 25% (from 50%) - You could move and fire a rocket, counteracting the extra scatter with mind merge, it was a lot more powerful than intended&lt;br /&gt;
 - Mechanic grants 1 repair charge (from 2 repair charges) - Early game it was too effective at keeping your SHIV alive (+8 HP) and made the engineer/SHIV combo too strong&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Kinetic Strike Module (KSM) weight to 0 (from -0.6) - Makes it easier to use and move around with&lt;br /&gt;
 - All support grenade ranges pulled back by 2.5 tiles - Tone back on the ability to disable enemies from long range and encourage supports to care a little more about their position (instead of sniping from the back lines without concern)&lt;br /&gt;
 - AP grenade range to 10 tiles (from 12.5) - It&#039;s ubiquitous use was causing other shred applying sources to be uncompetitive, toned back to open up more room for competition&lt;br /&gt;
 - Arc Rifle gains +4 extra damage against mechanical units (from +3) with the Supercapcitors Upgrade - Makes arc rifles slightly more useful with pulse&lt;br /&gt;
 - Markman&#039;s Scope reduces squadsight penalty to -2 per tile (from -3 per tile) and grants +5 crit as well - buff to the item for competitiveness&lt;br /&gt;
 - Respirator Implant grants 0 HP (from +1 HP) - Slight tone back. It made little sense it gave you 1 armor HP and the item was already strong enough to create situations where you&#039;d equip it on everyone making other items less competitive.&lt;br /&gt;
 - Javelin rocket scatter to -50% (from -60%) - Makes the choice between extra rockets and extra jav more competitive&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Marauder base stats gain 1.2M - Helps the Marauder position close to use Onslaught and CCS. Boost for balance between MECs.&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Squadsight moved from lvl 5 cyberdisc leaders to level 9 cyberdisc leaders and from lvl 5 sectoid commander leaders to level 9 sectoid commander leaders - It&#039;s a frustrating perk to work around and should be reserved for more rare leaders&lt;br /&gt;
 - Seekers now shred and deal 1 + [50% of current HP] damage to any unit they strangle - Makes their strangling a lot more dangerous while not outright killing VIPs and more fragile/damaged units&lt;br /&gt;
 - HIVE Queens have 5 less HP - They were really tough with fortified and Grit&lt;br /&gt;
 - Seekers gain 25% less HP with each alien level - Makes them easier to take down as flying robotic units are naturally tanky&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where you could command multiple times on the same unit on the same turn&lt;br /&gt;
 - Fixed a bug where off guard units would sometimes get cover when they shouldn&#039;t have cover and not have cover when they should and also they would avoid certain abilities like psionic abilities and flamethrowers&lt;br /&gt;
 - Fixed a bug where Danger Zone wasn&#039;t boosting the radius of Plasma Grenades or the MINE Launcher&lt;br /&gt;
 - Fixed a bug where aliens leveling up too early and you&#039;d sometimes see aliens ahead of their level or leaders that were too difficult for what you should be facing&lt;br /&gt;
 - Fixed a bug where using Run and Gun and triggering a pod would reset Run and Gun and make the unit suceptible to reaction fire again&lt;br /&gt;
 - Fixed a bug where Brawler wasn&#039;t granting the correct amount of DR&lt;br /&gt;
 - Fixed a bug where multiple devices were not having their throw ranges increased by Grenadier and/or Smoke and Mirrors&lt;br /&gt;
 - Fixed some misc typos&lt;br /&gt;
 - Fixed a bug where squadsight would sometimes show up as an aim penalty with -0 aim (which was superfluous)&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.09 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Cadre boosts 8 soldiers to LCPL (from 5 at CPL) - Toned back on what some consider one of the strongest starts&lt;br /&gt;
 - Research Focus grants 12 scientists (from 20) - Toned down&lt;br /&gt;
 - Neopanzers grants a 45% discount (from 35%) - Buffed&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Added the shadowstep buff to the F1 list after moving - QoL&lt;br /&gt;
 - Sectopod&#039;s Cluster Bomb ability now constantly shows a warning of it&#039;s target location - really helps a player become aware of the cluster bomb target, especially if they miss it during frantic battle - it was too frustrating not to know where&lt;br /&gt;
 - Command can only be used on 1 unit once per turn - Stops some ridiculous situations, forces the player to spread the love with command through the entire squad if they are tactically brilliant&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Shredder now increases damage dealt by +1 per application of shred (from just +1 damage dealt regardless of number of applications) - Makes using multiple sources of shred more reasonable&lt;br /&gt;
 - Aggression grants +10 crit (from +20 crit) - Toned back on strength so crits were not as reliable with classes who picked up aggression, balance on the trees&lt;br /&gt;
 - Holo Rounds Grants +1 penetration to shots against mechanical units (from +1 damage) - Buffed for the unit using the holo&lt;br /&gt;
 - Impact grants +1 penetration (from +1 damage) - Slight buff, makes more sense with the perk&lt;br /&gt;
 - Close Combat Specialist reaction shots receive -35% weapon damage - They were too strong for free shots&lt;br /&gt;
 - Brawler no longer grants opportunist and instead grants +35% weapon damage to reaction shots made within 4 tiles and +35% DR against shots made within 4 tiles (from 30%) - Makes the perk more about reaction fire within 4 tiles than increasing all reaction shots, also counteracts the negative of CCS&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Neural Gunlink grants 15 crit (from 10) - Slight buff to make it feel more significant&lt;br /&gt;
 - Marksman&#039;s Scope grants +5 aim - Slight boost&lt;br /&gt;
 - Reinforced Vest grants 2.5 DR (from 2 DR) - Slight boost for competitiveness&lt;br /&gt;
 - Platform Stability reduces rocket scatter by 15% (from 30%) - Makes it less mandatory&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Jaeger swaps Holo Targeting for Jetboot Module - Makes holo less obvious of a choice on CPL&lt;br /&gt;
 - Marauder loses Rapid Reaction and gains Ready For Anything - Rapid Reaction was really powerful and could still set up some unideal overwatch traps. Also, Ready For Anything works more with the theme of the Marauder and boosts the synergy with Awareness.&lt;br /&gt;
 - Maruader loses Bullseye and gains Repair Servos - Gives it another option encouraging it to be more aggressive as Bullseye was mostly overshadowed by VPT on a class that likes to get so close&lt;br /&gt;
 - Shogun loses Awareness and gains Absorption Fields - Awareness was challenging to use on the Shogun and the tanky build needed a little more resiliency&lt;br /&gt;
 - Assault swaps Aggression for Sprinter - Makes the GSGT picks more competitive&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Outsiders start with Impact - Makes their shots a little harder to tank (helps temper the CCS nerf)&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed some incorrect ability descriptions&lt;br /&gt;
 - Fixed a bug where First Aid was sometimes granting 3 medikits&lt;br /&gt;
 - Fixed a bug where the &amp;quot;Off Guard&amp;quot; pop-up would trigger on the XCOM Base Defense mission&lt;br /&gt;
 - Fixed a bug where Reactive Targeting Sensors would sometimes give Close Combat Specialist shots +50 aim&lt;br /&gt;
 - Fixed a bug where combat drugs would sometimes show in F1 as granting 10 crit (even though it didn&#039;t)&lt;br /&gt;
 - Fixed a bug where if your save game # got too high UFO crash sites would stop yielding any sighting information&lt;br /&gt;
 - Fixed a bug where some descriptions of carbines did not get upgraded with the +5 aim&lt;br /&gt;
 - Fixed a bug where sectopods would take damage from their own cluster bombs - They are now immune&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.08 ==&lt;br /&gt;
&lt;br /&gt;
Installation:&lt;br /&gt;
 - A new directory needs a file to be installed for LWR: &amp;quot;Movies/XEW_ShieldLogo.txt&amp;quot; needs to be added&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - MEC Mark 2 research no longer requires Elerium - It already required Mobile Power Armor which required elerium so this was redundant&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Improved the pod reveal system: When a pod is revealed, it will wait 1 second on their location after they are finished moving to help the player clearly understand where they moved to, and if a pod is caught off guard, the popup will be clearly displayed and the camera will wait 2 seconds on the popup - Makes revealing pods a lot more informative and prevents the quick camera angles from hiding pod reveal locations -- This is a really nice improvement that plays really well; probably something that probably should have been in the game since XCOM:EU.&lt;br /&gt;
 - The chance to become critically wounded (instead of dying) is changed to: 10*(BaseHP - OverkillDamage)% (from BaseWill%) - Makes will a little less important and HP a little more important as well as taking overkill damage into account, note that MECs will become more resistant to straight up dying&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Ranger loses the 15% DR in cover and the 20% throw range and instead grants +0.6 mobility - Simplification, tone back on grenadier/support strength&lt;br /&gt;
 - First Aid grants 2 medikits (from 1 medikit and equipped medikits granting an extra use) - Buffed to make it a more competitive option on the perk trees&lt;br /&gt;
 - Collateral Damage toned back down to 150% damage (from 200% damage) - Was too strong at 200%, overshadowed other options if you knew how to use it&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Assault Rifle crit back to 20 (from 10) - Balance for weapon options (reversion)&lt;br /&gt;
 - Scope grants +5 aim and +10 crit (from +5 aim and +5 crit) - Slight buff&lt;br /&gt;
 - Targeting Module grants +10 crit (from +0) but only grants +1 damage on crits (from +2) - It was skewing early game crits too effectively at +2, still strong for an item with no weight&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where all gameplay tips weren&#039;t being shown - Thanks to Young Eldritch, the Old God for his work on this&lt;br /&gt;
 - Collateral damage now has a targeting confirmation popup&lt;br /&gt;
 - Fixed some incorrect equipment descriptions&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.07 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Advanced Flight requires 8 instead of 16 cyberdisc corpses to research - It was a little too hard to research&lt;br /&gt;
 - Wolverine Blood reduces both Injury AND Fatigue times by 50% (from just injury) - Gives players an option to avoid fatigue spirals if they wish&lt;br /&gt;
 - Monthly panic increases are increased to +1/2/3/4 based on difficulty (from +0/1/2/3) but have a [100 - current panic]% chance to increase (from always 100%) - Increases panic increases in low panic countries and signficiantly decreases panic increases in high panic countries&lt;br /&gt;
 - Pulse Lasers requires Cyberdisc Autopsy (from Berserker Interrogation) - Prevents as much of a bottle neck around berserker interrogation (as the interrogation was responsible for 2 important branching techs)&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - The following maps removed as options for the First Mission: Slaughter House, Industrial Office, Police Station, Portent, Research Outpost - Makes the first mission more consistent and easier as far as map selection goes&lt;br /&gt;
 - First mission gains 2 sectoids on all difficulties - Makes it a little more challenging given the easier maps&lt;br /&gt;
 - Added a new dgc.ini option thanks to szmind&#039;s amazing wizardry and programming: &lt;br /&gt;
      BASE_DAYS_INJURED=0; Set to 1 to display the environmental health of all objects around each player as they move (will look very cluttered, not recommended for normal play)&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Damage Control grants +20% damage resistance for the remainder of the turn for each hit (from +15%) - Buff to the strength&lt;br /&gt;
 - Onslaught now grants a free action to both the KSM and the flamethrower (from just the KSM) - Increases Marauder versatility&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Possibly finally fixed the &amp;quot;double turn&amp;quot; during alien reveal that sometimes happens which would allow just revealed alien pods to take full turns&lt;br /&gt;
 - Fixed a bug where the alien level on a UFO would be cut off when the UFO was unidentified&lt;br /&gt;
 - Fixed a bug where fragmentation wasn&#039;t working with the grenade launcher&lt;br /&gt;
 - Fixed the sighting reports algorithm as it was grating too many sightings and made the chance of 10 sightings and 0 sightings less common and something in between more common&lt;br /&gt;
 - Misc typos&lt;br /&gt;
 - Fixed some ambiguous descriptions of foundry projects, items, and perks, so they are more clear to the player what they exactly do&lt;br /&gt;
 - Fixed a bug where a &amp;quot;IMG:&amp;quot; would appear as a picture for Adrenaline Surge in some situations&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.06 ==&lt;br /&gt;
&lt;br /&gt;
Strategic: &lt;br /&gt;
 - The council will no longer request Exalt items - They were too valuable such that the requests were often a waste of a request&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Alien pods that are revealed on the 1st/2nd/3rd turn will now have a 100%/66%/33% chance to be taken &amp;quot;Off Guard&amp;quot; which means they will receive no scamper movement - Helps make those missions where you activate the entire map on the first turn a lot easier&lt;br /&gt;
 - AltF7 and AltF8 decrease and increase the speed by 50% and 100%, respectively (from 25% and 33%) - More efficient speed changing -- Note: altF9 still resets the speed to what was definied in the dgc.ini (default = 1.33)&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Ranger now also grants +15% DR when protected by cover - Makes it a more competitive choice for tank builds&lt;br /&gt;
 - HEAT Warheads to 2 penetration (from 3) - Toned back for balance on the trees&lt;br /&gt;
 - Shadowstep no longer grants +1.2 mobilty but instead grants +30% crit after repositioning (moving) - Reduces mobility on high mobility classes while improving predictability of crits&lt;br /&gt;
 - Vital Point Targeting grants +30% damage (from +40%) but +50% damage if the target is at point blank (&amp;lt;1.5 tiles) - Boosted for close range damage, nerfed for distance damage. Note that the point blank works even if the target is covered.&lt;br /&gt;
 - Hit and Run grants +1 damage against uncovered targets (from +2) - The damage boost isn&#039;t need for HnR due to the SS and VPT changes&lt;br /&gt;
 - Sharpshooter +1 penetration only works against biologic targets - Mimics the original intent of being effective against units in cover without the requirement that the units actually take cover to get the bonus&lt;br /&gt;
 - Mayhem grants strike rifles +75% extra base damage (from +100%) - Nerf to strength of mayhem strike rifle snipers as they were over shadowing other strike rifle sniper builds&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Reapear Ammo crit to +25 (from +40) - Was too competitive at 40 vs other options making it too obvious of a choice&lt;br /&gt;
 - Laser Sight crit to +15 (from +20) - Was a little too strong for crit builds &lt;br /&gt;
 - MINE Launcher damage to 16 (from 12) - Was too weak due to delayed activation&lt;br /&gt;
 - Strike Rifle crit to 20 (from 30) - Slight tone back on the strike rifle&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Grit on Chryssalid leaders moved to level 6 leaders (from level 3 leaders) - Early game leader lids with grit were too resilient for the type of firepower that XCOM could engage them with&lt;br /&gt;
 - Sectoid Commanders gain Ranger but their aim is decreased to 55 (from 80) - Makes their shots at a distance not so restricted, aim stays the same&lt;br /&gt;
 - Sectoids aim to 35 (from 40) - With ranger that puts them at 60 aim on par with the other early game aliens&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where not having a unit selected as they finished their dash would prevent Lock N&#039; Load from triggering&lt;br /&gt;
 - Fixed a bug where certain melee attacks in certain circumstances would bypass all Damage Resistance - Thanks to inukealot for the reproducible save file&lt;br /&gt;
 - Fixed a bug where Reactive Targeting sensors would trigger against units with abilities that were supposed to prevent reaction fire from triggering (psi inspire, enrage, etc.)&lt;br /&gt;
 - Fixed a bug where Iago would appear on missions outside of the Exalt HQ Assault so players could kill him multiple times&lt;br /&gt;
 - Fixed a bug where hardened was granting different crit resistances depending on the unit type - It should only be a crit resistance of 60&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.05 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - There will be Intel on UFOs before beginning the mission, even without the hyperwave relay - Provides &#039;some&#039; information to help you choose an appropriate squad. Intends to replicate sporatic reports of sightings of enemy types that might have occured at the location of the UFO. Sometimes it will be useless, sometimes quite helpful.&lt;br /&gt;
 - Special Air Service bonus aim to 6 (from 7) - Toned back slightly for balance&lt;br /&gt;
 - MECs base fatigue is increased to 3 days (from 1 day) - Slightly decreases frequency of use of MECs&lt;br /&gt;
 - Consistent Fatigue 2nd wave option sets fatigue to 10/12 days for soldiers/MECs (from 10 days) - Accommodation for fatigue modification&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Rocketeers can now steady even if their active weapon is out of ammo - It&#039;s reasonable that rocketeers without ammo would still be able to steady&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Fotified reduced to +1 DR (from +2) - Was a little too strong on tanky MECs&lt;br /&gt;
 - Mechanic only grants 2 repair charges (from 3) and Master Mechanic only grants 2 repair charges (from 3) - Tone down on the overall strength/utility of the engineer&lt;br /&gt;
 - Field Medic no longer reduces the injury time on units (this ability is now restricted to only First Aid) - Tone down on the overall strength/utility of the medic&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - SMGs have 40 crit (from 50) - Slight tone back on their predictability&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Awareness and Lock N&#039; Load swapped on the Marauder - Tones down the offensiveness of the overwatch build a little more&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.04 ==&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Combat Drugs heals for 35% of damage received (from 50%) - It was too strong for direct tanking situations (almost double life in the smoke), toned back&lt;br /&gt;
 - Dense Smoke no longer reduces the damage from explosives - It wasn&#039;t that strong and was border-line ridiculous, slight overall nerf, also, it prevents some abusive situations&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Strike Rifle Damage to 125% (from 100%) and crit to 30 (from 20) - Boost to strike rifle sniper, makes it a lot more viable&lt;br /&gt;
 - Marksman&#039;s Scope no longer grants any aim (from +10 aim) - Accommodation for damage increase on strike rifle scouts, also makes the item feel a lot less mandatory&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Sectopod Cluster Bombs now release a shockwave that causes units within 60 tiles of the blast to have a damage_taken of 1-3 (penetrates all DR, requies LoS) - Prevents Secotpods from being ineffectual due to being trapped and just spamming clusterbombs at empty targets. Note this effects all units, including aliens.&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where Sectopod&#039;s Cluster Bomb was targeting a 1.5 tile radius area (instead of the 5 tile radius area as intended)&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.03 ==&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - The negative 20 defense on aliens on normal difficulty is removed as there are lots of other things that make normal difficulty a lot easier and this one changed the game a little too fundamentally (a remnant from LWR past where my ability to change things was minimal)&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Squadsight penalties kick in after 22 tiles (from 18.7 tiles) - Gives more leniency on the squadsight penalty (6-9 more aim on squadsight shots)&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Sectopods can now break down walls as they move - Frees up their ability to move (preventing trapping them as easily), feels more epic&lt;br /&gt;
 - All Seeker leaders gain penetrator - Makes them a little less trivial to tank&lt;br /&gt;
 - Beserkers start at 20 will (from 30), gain only 4 will per level (from 8), and each Leader type gains 10 will (from 30) - Makes them a lot more suceptible to psionic attacks, providing a more reasonable counter&lt;br /&gt;
 - Exalt Elite Operative/Heavy/Sniper/Medics gain 3/2/1/1 hp per level (from 6/4/2/3) and Exalt Operative/Heavy/Sniper/Medics gain 1.5/1/0.5/0.5 hp per level(from 3/3/1/2) - Significant reduction in hp gain on exalt with alien levels as they were too tanky&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Clarified that Lock N&#039; Load and Packmaster only grant +1 ammo to primary weapons&lt;br /&gt;
 - Fixed a bug where the AP pips would sometimes not update immediately after revealing a new pod&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.02 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where a debug ability was creating a popup after acting&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.01 ==&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Grapple is now a free action, avoids all reaction fire (including getting out of suppression), but has only 1 charge - Makes it more useful but not abusive&lt;br /&gt;
 - Combat Readiness now reduces scatter by 10% (20% with awareness) - Makes it useful for rocketeers too&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Hit and Run now grants +2 damage against uncovered targets (from +1) - Buff to accommodate for VPT nerf to keep Shogun and HnR Scout competitive&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug that was causing grapple to fire players across the map and be wildly inaccurate - Yay!&lt;br /&gt;
 - Fixed a bug where steady weapon would remove itself after use - Whoopsies =P&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.28.00 ==&lt;br /&gt;
&lt;br /&gt;
QoL:&lt;br /&gt;
 - Psi ranks renamed to: Awakened -&amp;gt; Adept -&amp;gt; Empath -&amp;gt; Psion -&amp;gt; Master (and then volunteer is now called Enlightened) - More intuitive&lt;br /&gt;
 - When Growth activates on outsiders it now has an animation when it occurs - Thanks to Lafiir&#039;s code&lt;br /&gt;
 - Updated controller use of selling items on the grey market so that Left-Stick 10x, D-Pad 1x - Thansk to Lafiir for the code&lt;br /&gt;
 - Added an audible grunt/roar to enrage - Thanks to Lafiir for the code&lt;br /&gt;
 - Units that are scampering will have all their abilities hidden to make it more obvious - QoL&lt;br /&gt;
&lt;br /&gt;
Air Game:&lt;br /&gt;
 - Penetrator Weapons grants +15% penetration (from +10%) - Boost for significance&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - At the beginning of each month, every council country gains 0/1/2/3 panic on normal/classic/brutal/impossible - Increases panic throughout the campaign&lt;br /&gt;
 - Home Country Satellite coverage now grants 200 credits - Slight boost to overall income and encourages holding the home base, especially on higher difficulties&lt;br /&gt;
 - Fission Generator power production to 6 (from 12), cost to 40 (from 120), build time to 5 (from 10), and maintenance to 10 (from 120) - Makes them more distinct and easier to maintain but means they also occupy more space to acquire the same amount of power&lt;br /&gt;
 - XCOM base only starts with 1 steam vent&lt;br /&gt;
 - Tweaked multiple starting bonuses&lt;br /&gt;
 - Excavation time increased to 8 days (from 5)&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - SHIVs no longer have any fatigue - They had so little it made little sense to give it to them&lt;br /&gt;
 - Number of aliens on the XCOM Base Defense mission reduced by 33% - Makes the mission significantly less difficult&lt;br /&gt;
 - Rocket scatter increased by 10-15% - Slight tone back on rocket predictability&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Death from afar changed to a new perk called Impact: Grants +1 damage and all hits against enemy units clear their overwatch - Provides another counter to enemy overwatch. Note: on aliens it will replace death from afar on thinmen, exalt snipers, and elite exalt snipers.&lt;br /&gt;
 - Depth Perception changed to a new gene mod called Predictive Tracking: Reaction shots deal +1 damage - Buffed for a way to boost classes that use reactive fire&lt;br /&gt;
 - Sapper grants explosives +1 penetration - Buffed&lt;br /&gt;
 - HEAT Warheads grants +3 penetration (from +4) - Slight tone back&lt;br /&gt;
 - Jetboot Module grants +5 mobility (from +2.5) but has a 2 turn cooldown (from 1 turn) - Significant buff for competitiveness on the trees, makes it more like a quasi run and gun for MECs&lt;br /&gt;
 - Killer Instinct upgrades critical hits to deal 200% damage (from just always a +25% crit damage increase) - Buff to non-laser non-pulse weapons&lt;br /&gt;
 - Grit grants 2 HP (from 1) - Buffed&lt;br /&gt;
 - Fortified grants +2 DR (from +1) - Makes it a more competitive perk on the trees, helps accommodate for OFA nerf on tanky MECs&lt;br /&gt;
 - Executioner grants +2 damage against targets at or below half health (from +1 damage) - Buffed&lt;br /&gt;
 - Platform Stability grants +10 aim (from +10 aim/crit) - Slight nerf and simplification&lt;br /&gt;
 - Critical System Targeting and Vital Point Targeting damage boost to 40% (from 50%) - Reversion of a reversion. Both were still a little too high on the damage and thus too competitive of a pick, pushing out other options.&lt;br /&gt;
 - Disabler has a 20% chance to jam a weapon (from 40%) - Nerf due to late game being a little too effective, especially on ITZ snipers and snapshot scouts who could disable entire pods sometimes - Disabling shot is still a significant strength of the perk&lt;br /&gt;
 - Aggression grants +20% crit (from +25%) - Slight Nerf&lt;br /&gt;
 - Squadsight no longer reduces crit at range - Simplification, consitency with deflection shield, accuracy cap prevents abuse&lt;br /&gt;
 - Lock N&#039; Load re-grants +1 ammo again and will also automatically reload the weapon during a dash - Encourages mobility instead of just stationary activity, allows easier repositioning when out of ammo, significant buff to the perk to stay competitive&lt;br /&gt;
 - Double Tap grants +20 aim if the unit has 2 AP (from +15 aim) - Buffed&lt;br /&gt;
 - Danger Zone increases the radius of all explosives by 20% (from 30% and from just non-hand grenade explosives) - Allows it to work for biologic grenadier builds, toned back for balance on the trees&lt;br /&gt;
 - Dense smoke no longer grants an additional +25% AoE - Helps prevent full squad coverage from being as easy, as the perk is fairly strong on it&#039;s own&lt;br /&gt;
 - Collateral Damage deals 200% weapon damage (from 150%) - Significant buff&lt;br /&gt;
 - One For All grants 30% DR (from 40%) - Toned back so they aren&#039;t so immune to damage&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Carbines grant +15 aim (from +10) - Buffed for competitivess&lt;br /&gt;
 - The Cognitive Enchancer now grants double xp to the soldier (from +20%) - Significant boost to xp gains for the item to make it more impactful&lt;br /&gt;
 - The Neuroregulator now grants double psi xp to the soldier (from +50%) - Boost to psi xp gains for the item to make it more impactful&lt;br /&gt;
 - Sniper Rifles only reduce the squadsight down to -2 aim per tile (previously it reduced it down to -1 aim per tile, Note: regular squadsight is -3 aim per tile) - Nerf to the effectiveness of long range sniping, relative boost to strike rifle snipers&lt;br /&gt;
 - Assault Rifle crit to 10 (from 20) - Slight nerf to make the other options more competitive&lt;br /&gt;
 - SAW to -10 aim (from 0) and LMG to -20 aim (from 0), but SAW ammo to 5 (from 4) and LMG ammo to 7 (from 5) - Nerf to both as their high damage, access to flush, and increased ammo was making the gunner a little too OP. This nerf also pushes them more into the &amp;quot;fire lots of bullets but less accurately&amp;quot; niche.&lt;br /&gt;
 - Shotguns have -10 aim (from 0) - Makes them harder to hit with without their range bonus, opens up options for other weapons&lt;br /&gt;
 - Grenade Launcher radius to 2 (from 3) - Tone down in strength and radius to the same as all other grenades -- was displacing bio-grenadiers too readily with such a large AoE and is quite effective due to use with OfA (note: MINE launcher still has 3 radius)&lt;br /&gt;
 - Breaching ammo aim malus to -10 (from -20) - Buffed&lt;br /&gt;
 - Core Armoring grants +4 HP (from +3) - Slight buff&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Assault tree loses Shadowstep + Snapshot + Bring &#039;Em On and picks up Grenadier + Fragmentation + Tandem Warheads - The Shadowstep + Snapshot was too effective at ignoring enemy reaction fire and was too similar to the RnG build (which was more unique). It&#039;s not that the SS+SS build was that bad, it&#039;s just that it limited diversity of builds having 2 builds so similar. Plus, grenades were underutilized as possible builds and this makes a unique close-range grenadier build. Fragmentation was used specifically because it isn&#039;t as powerful and makes alternatives competitive. Also the additional perks on the Assault are quite strong making it a competitive grenadier.&lt;br /&gt;
 - Assault tree Aggression moved to MSGT, Killer Instinct moved to CPL, Sprinter moved to GSGT - Makes the choice at SGT more competitive&lt;br /&gt;
 - Rocketeer Holo Rounds replaced with Grenadier - Makes a competitive choice vs RfA and Mayhem, allowing the Rocketeer to be a semi-grenadier (i.e. one without mayhem and only one of packmaster vs HEAT warheads vs Tandem)&lt;br /&gt;
 - Rocketeer Bullseye replaced with Lock N&#039; Load - The shooter rocketeer is short on ammo with RfA and DT so this perk seems stronger than bullseye&lt;br /&gt;
 - All Infantry SGT and CPL perks swapped - Provides more strength earlier&lt;br /&gt;
 - Infantry Aggression replaced with Sharpshooter and Sharpshooter replaced with Impact - Provides good synergy with a snapshot infantry&lt;br /&gt;
 - Gunners gain +10 aim base stats (from +5 aim) - Helps offset the loss from the SAW/LMG aim nerf&lt;br /&gt;
 - Engineer Tandem Warheads replaced with Danger Zone and Fragmentation with Tandem Warheads - Brings on the grenadier classes strength a little later&lt;br /&gt;
 - Marauder Ready For Anything replaced with Bullseye - OW build was too strong on the Marauder&lt;br /&gt;
 - Shogun base stats to +15A, +4HP, +0.6M (from +20A, +2HP, +0.6M) - Tone down on the shooting capability, provide a little more resilience&lt;br /&gt;
 - Shogun Fragmentation replaced with Impact - Provides better synergy with the SS+SS build&lt;br /&gt;
 - Shogun Penetrator replaced with Fortified - Boosts the tanking capability of the Shogun&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - All Outsider Leaders gain critical system targeting - The previous change of all outsiders losing CST opened up more room for mechanical units, but it was a little too much. This re-adds a little bit of pressure.&lt;br /&gt;
 - All Muton Elites start with penetrator - Boost to their offensive capability, boost to their overall strength&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where awareness was increasing cover defense by 15 - It was old native code causing mischief! MISCHIEF I TELL YOU!&lt;br /&gt;
 - Fixed a bug where scopes and other small items were incorrectly modifying the base aim in the F1 display&lt;br /&gt;
 - Fixed a bug where double tap, snapshot, and enrage could still activate after being commanded (command disables all multi-action perks)&lt;br /&gt;
 - Revamped UFO research gains and aggression gains to fix the bug where gains would be inaccurate on variations of campaign lengths (campaign lengths now affect the chance of research and aggression gains instead of the actual gains)&lt;br /&gt;
 - Abduction soldier reward ranks are capped at the lower of the # of months that have passed or your highest ranked soldier - Stops campaign starts with high rank soldiers from receiving high rank soldiers too early&lt;br /&gt;
 - Fixed the year being cut off in the monthly report panel&lt;br /&gt;
 - Fixed a bug where psi users with will below 0 would actually heal their targets with neural feedback and mind fray&lt;br /&gt;
 - Fixed a bug where the total number of civilians could be calculated with 2 more due to the sightlines mod&lt;br /&gt;
 - Fixed a bug where some objectives would appear on the wrong mission type&lt;br /&gt;
 - Added a note on SHIV descriptions that SHIVs can not block exalt from hacking in their descriptions&lt;br /&gt;
 - Fixed a bug where executioner and holo rounds were granting extra damage to explosives&lt;br /&gt;
 - Removed the double Hardened description from MECs&lt;br /&gt;
 - Fixed a bug where the total number of aliens was inaccurate on crashed UFO missions with the hyperwave relay active&lt;br /&gt;
 - Fixed a bug where covert op missions would never grant the bonus experience for not losing any soldiers&lt;br /&gt;
 - Fixed multiple misc typos&lt;br /&gt;
 - Fixed a bug where XCOM units could one for all when scampering&lt;br /&gt;
 - Fixed a bug where steady weapon would persist through certain actions (e.g. throwing a grenade)&lt;br /&gt;
 - Fixed a bug where aggression would show up multiple times in the crit list (display bug only)&lt;br /&gt;
 - Fixed a bug where the arc rifle was getting ammo from sources that should not affect electric weapons&lt;br /&gt;
 - Fixed a bug where &amp;quot;Rail Pistols&amp;quot; would just be shown as &amp;quot;Pistol&amp;quot; in the F1 menu making it hard to understand it was a foundry project bonus&lt;br /&gt;
 - Fixed a bug where double tap, while not able to fire twice with sidearms, would still grant it&#039;s aim bonus to side arms&lt;br /&gt;
 - Tidied up a lot of code&lt;br /&gt;
 - Removed a misleading line about putting the stun rifle in the pistol slot&lt;br /&gt;
 - Fixed a bug where commanding a soldier with double tap would still allow platform stability to activate&lt;br /&gt;
&lt;br /&gt;
=LW Rebalance v1.27=&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.27.21==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where flush&#039;s cooldown would sometimes appear as 2-turn instead of 1-turn&lt;br /&gt;
 - Fixed a bug where outsider&#039;s health from growth would not always update correctly&lt;br /&gt;
 - Maimed units can no longer go on overwatch or trigger deflection shield&lt;br /&gt;
 - Out of Ammo popups on aliens no longer require an autopsy - Again, the information was available, but it was really frustrating to count and watch and record&lt;br /&gt;
 - Any unit that is out of ammo with multiple overwatch shot capabilities will now drop their overwatch status (as opposed to remaining on overwatch with no ability to fire)&lt;br /&gt;
 - Reaper rounds can now correctly be used by MECs and SHIVs&lt;br /&gt;
 - Infantry now properly gain 20 aim with class promotions&lt;br /&gt;
 - Fixed a bug where the Exalt base assault would cause a black screen to appear&lt;br /&gt;
 - Fixed a bug where sharpshooter would sometimes show as a bonus in F1 &lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.27.20==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - You can no longer reload weapons when ITZ is active by clicking on the weapon with a mouse - Allowed reloading during an ITZ chain&lt;br /&gt;
 - You can no longer swap weapons once ITZ is active - Allowed players to swap to the pistol, unloading all the pistol ammo, then swapping back to the main weapon, and unloading the main weapon&lt;br /&gt;
 - Aliens that regenerate health will no longer have regeneration popups and &amp;quot;hover to&amp;quot;s if you can&#039;t see them on the map (so they don&#039;t reveal where they are)&lt;br /&gt;
 - Collateral Damage no longer requires flak ammo for the ability to free-aim - It was supposed to be this way in a previous patch but I left the code off a test version and forgot for a long time&lt;br /&gt;
 - There are now the proper number of outsiders on the first mission - Whoopsies&lt;br /&gt;
 - Fragmentation now correctly affects MINEs - It was left off the &#039;explosives&#039; list inadvertently&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.27.19==&lt;br /&gt;
&lt;br /&gt;
QoL:&lt;br /&gt;
 - A new keyboard shortcut &amp;quot;L&amp;quot; for activating Steady Weapon - QoL&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - The first mission has 1 more sectoid on brutal and 2 more on impossible - Accommodates for outsiders losing CST, keeps the difficulty of the first mission as a good indicator of some of the really difficult missions throughout a campaign&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Infantry Class gains +20 aim (from +15) and +0.6M base attributes, Shogun Class gains +0.6M base attributes - Buff to both classes for balance&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where PSI_GIFT_CHANCE wasn&#039;t correctly dictating the chance a reveal cinematic would play&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.27.18 ==&lt;br /&gt;
&lt;br /&gt;
QoL:&lt;br /&gt;
 - When performing a salvage operation, your current resources are now displayed - Helps you make the decision, QoL&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Outsiders no longer have Critical System Targeting - makes SHIVs and MECs more effective tanks against them and thus, more effective tanks in general&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where outsiders were only growing if they were injured (instead of only growing when at full hp)&lt;br /&gt;
 - Fixed a bug where the second wave option strict screening would not give average stats sometimes (e.g. too much will)&lt;br /&gt;
 - Fixed a bug where panic decreases from raiding a UFO were not being accommodated for by campaign length&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.27.17 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Meld healing cost is now 10 meld + 1 meld for every day injured/fatigued - Makes it so it&#039;s not JUST useful for really long injury times and balances it out more on different campaign lengths&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Growth only occurs when outsiders are at full hp and has a popup when they do grow - Makes it so once you start fighting and damaging them they don&#039;t keep growing&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed LW 1.0 Bug: The Turret Green Cannon on Sectopods now correctly deals -50% weapon damage - It has been dealing the same damage as the main chest cannon since LW 1.0 and I finally fixed it =D&lt;br /&gt;
 - Fixed a bug where CCS would sometimes not trigger&lt;br /&gt;
 - Fixed a bug where some medium crashed UFO missions didn&#039;t gain the appropriate increase in alien level&lt;br /&gt;
 - Fixed a bug where many of the bug fixes from last version that Lafiir fixed didn&#039;t get properly added (but are now)&lt;br /&gt;
 - Fixed a bug where sectopods would not get the benefit of critical system targeting&lt;br /&gt;
 - Fixed a bug where alien attribute bonuses were being increased/decreased more than intended based on difficulty&lt;br /&gt;
 - Fixed a bug where some end of turn and beginning of turn abilities were triggering twice&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.27.16 ==&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
 - Green Fog 2nd wave option replaced with Predictable Damage: Damage is not randomized - No one really used green fog and some players like less randomization&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Aliens will now display a short reveal cinematic when you spot them (defaultgamecore.ini configurable: PSI_GIFT_CHANCE=100 Percent chance, upon revealing a pod, that a reveal cinematic will play) - One of my favourite aspects of EW finally brought back! Tested a lot (100+ times) and fixed some obvious bugs (probably the reason they were disabled in LW). Should be working smooth now.&lt;br /&gt;
 - New control on kill cinematics in the defaultgamecore.ini: PSI_TRAINING_HOURS=100 Percent chance, when triggering a kill cinematic, that it will actually play (note: kill cinematics will often not trigger, so even at 100% you will find much less than 50% of your kills leading to cinematics) - A little more control for players&lt;br /&gt;
 - The F1 information on aliens (stats, leader name, perks) now always displays (from only displaying after the autopsy) - The information is available on-line and hiding it in game never really felt &#039;cool&#039; as much as it felt &#039;annoying&#039;&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Flush has a 1 turn cooldown - Slight tone back, as it&#039;s really good&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Zombie mobility lowered to 7.5 (from 12.5) - It&#039;s ok if they aren&#039;t competitively dangerous, their fast movement was just not consistent with anything about them so I think the better solution is that they are easier, but feel right. I think they actually more appropriately SHOULD feel like one of the few enemies that are easy.&lt;br /&gt;
&lt;br /&gt;
Lafiir Bug Fixes (all thanks to Lafiir&#039;s hard work):&lt;br /&gt;
 - Fixed missing special effects of HEAT Warheads and Recoilless Rifle&lt;br /&gt;
 - Fixed missing animation of alien perks when a mission was started (e.g. Adaptive Bone Marrow on Outsiders)&lt;br /&gt;
 - Fixed missing animation of Repair Servos on SHIVS&lt;br /&gt;
 - Fixed missing animation of Repair Servos and Stimmed Regeneration on soldiers&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a typo on Tactical Brilliance that suggested it was base will, it is not, it is current active will&lt;br /&gt;
 - Fixed a typo on &amp;quot;Argentinian&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.27.15 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where phoenix cannons were inadvertently doing 100x damage&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.27.14 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where equipment armor could be equipped as actual armor&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.27.13 ==&lt;br /&gt;
&lt;br /&gt;
QoL:&lt;br /&gt;
 - Added a description to MEC secondaries that multiple secondary devices increase the ammo further - Clarification&lt;br /&gt;
 - Included information on weapon jamming (and it&#039;s immunity) in the F1 panel - QoL&lt;br /&gt;
 - When you get a new foundry project completed the unlocked equipment will now be displayed - QoL - thanks to Lafiir for this great code&lt;br /&gt;
 - Psi Grenades now appear and are labelled as Psi Grenades (instead of concussion grenades that you had to remember were actually psi grenades) - Old LW code had them duplicated and didn&#039;t distinguish between them in the tactical game, they now have different titles&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
 - New start bonus for Nigeria. Advanced Conversion: Converting soldiers to MECs costs no meld - Nice for those looking to attempt a MEC rush&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Tenacious defense crit resistance again requires cover and no longer provides DR vs explosives (reverted to previous version) - This makes cover more important and explosives more important which takes priority over the benefit of providing explosive resilience and flanking resilience to XCOM (one of the 1.27 changes that didn&#039;t pan out)&lt;br /&gt;
 - Tactical Brilliance now triggers at a will% chance but is capped at 60% (from will/2% chance with no cap) - Makes will more important and effective on officers, prevents doing things like will stacking on officers with abilities before using command to get 75%+ chances which felt gamey&lt;br /&gt;
 - Deflection shield now lowers aim by 3 per tile away (from 5) and has no effect on crit - Significant nerf to make it not feel so punishing, allows closer range units to achieve higher crits&lt;br /&gt;
 - Mayhem grants +20% weapon damage to rockets and +50% weapon damage to grenades (from +2 damage to both) - Nerf to mayhem on rockets, buff to mayhem on grenades. Should balance out choices on perk trees more reasonably. Encourages grenade use by the bullet wizard, mayhem sniper, and mayhem rocketeer.&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - The Elerium Emitter now grants 2 DR (from 1.5) and has 3 charges (from 1) but only will be able to target 1 unit at a time for stealth - Buffed, prevents pixel hunting&lt;br /&gt;
 - Renamed Heater to Laser Heater for consistency with the naming convention and to help clarify what weapon tier the heater belongs to - consistency and clarification&lt;br /&gt;
 - New Item: Plasma Grenade: Damage:10, EnviroDamage:100, Pen:4, Range:10, Radius:2, Weight:0.6. Cannot be equipped with alien grenades as the plasma is quite unstable and will sometimes detonate in close proximity to regular alien grenades. Unlocks with Condensed Plasma. - Provides a late game option for grenade-based classes and a significant buff to their late game strength&lt;br /&gt;
&lt;br /&gt;
XCOM:&lt;br /&gt;
 - Holo Rounds replaces Mayhem on the Golaith - With it&#039;s new buff, was too strong for the grenade launcher focused Goliath&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where engineers would show &amp;quot;stun rifle&amp;quot; indicators on enemy soldiers - Thanks to Lafiir for the fix&lt;br /&gt;
 - Fixed a bug where the Electropulse was costing too much elerium&lt;br /&gt;
 - Fixed a bug where the engineer would be unable to use the arc rifle or battle rifle if you loaded a tactical game and switched weapons - Thanks, again, to Lafiir for the fix&lt;br /&gt;
 - Fixed a bug where an executioner popup would sometime occur on the engineer&#039;s repair ability&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.27.12 == &lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Second Wave: Funding of &#039;Results Driven&#039; is 150% to 50% depending on panic (will be ~100% on start impossible)&lt;br /&gt;
 - Second Wave: Funding of &#039;War Weariness&#039; is 130% to 40% over 18 months - Thanks to Lafiir for the code for these changes&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - The engineer&#039;s repair ability now has some voice and a reasonable graphic - Thanks to Lafiir for all the hard work on this one - QoL&lt;br /&gt;
 - Soldiers are 30% more likely to panic when witnessing the death of a squadmate 3 ranks or higher then themselves - Makes sense it should be more significant&lt;br /&gt;
 - Exalt will now only appear on non-exalt missions AFTER the exalt base raid - Helps with narrative and makes more sense&lt;br /&gt;
 - If you have the hyperwave relay active and are on a crashed or landed UFO mission, the F1 panel will show you total aliens counts - QoL&lt;br /&gt;
 - The SHIV no longer counts as Dead for enrage mechanics&lt;br /&gt;
 - Enrage will now only trigger after multiple squadmates have died (from just a single death or more) - Restricts it to more dire situations&lt;br /&gt;
 - Fallen Comrades debuff renamed to Shaken and now lowers will by 15 (from 5) - Was too insignificant at 5, and fallen comrades was not descriptive of the debuff itself&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Overpower reduced to will test at unit_will/5 (from unit_will/4) - Makes overpower less likely to trigger when XCOM units can see ethreals&lt;br /&gt;
 - Officer perk International Warriors grants +4 aim per continent bonus (from +2) - Large boost for balance&lt;br /&gt;
 - Officer perk Stay Frosty decreases fatigue by 7% (from 10%) - Toned down&lt;br /&gt;
 - Steadfast no longer grants immunity to overpower but instead lowers it&#039;s success rate by 20% - Makes the alien trophy a lot less mandatory in the late game and prevents completely ignoring overpower by stacking up steadfast&lt;br /&gt;
 - Steadfast reduces the chance that any psionic attack will land by 20% - Makes the alien trophy and biotanks more effective in the early game as well and provides some resistance to psi spam&lt;br /&gt;
 - Deflection shield will now activate 25/50/75/100% of the time when a unit with the perk ends its turn on a move or with actions to spare, depending upon difficulty - Makes it a lot less common on lower difficulties&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - MINE launcher range increased to 10 (from 7.5) - same as that of the greande launcher, needed the boost after the detonation timer was increased&lt;br /&gt;
 - Incinerator Module increases damage by 5 (from 3) for the flamethrower - Buffed for balance vs other options&lt;br /&gt;
 - All MEC secondary weapons have had their credit, elerium, meld, and alloy costs cut in half - Makes them more readily available so that players feel more comfortable building multiple variants and experimenting with them&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Squadsight on aliens moved to higher levels: - Makes it much less common of an occurrence as it&#039;s frequency was making less of a unique situation and more of an annoyance&lt;br /&gt;
 - - Sectoid Leader 9 gets Squadsight (from 6)&lt;br /&gt;
 - - Sectoid Commander 5 gets Squadsight (from 1)&lt;br /&gt;
 - - Floater Leader 9 gets Squadsight (from 6)&lt;br /&gt;
 - - Heavy Floater Leader 9 gets Squadsight (from 5)&lt;br /&gt;
 - - Muton Leader 9 gets Squadsight (from 6)&lt;br /&gt;
 - - Muton Elite Leader 8 gets Squadsight (from 5)&lt;br /&gt;
 - - Mechtoid Leader 9 gets Squadsight (from 5)&lt;br /&gt;
 - - Seeker Leader 9 gets Squadsight (from 3)&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where enemies would &#039;disappear&#039; on crashed UFOs after the first turn&lt;br /&gt;
 - Updated the description on Psi Inspire to correctly describe that it also removes the Shaken debuff&lt;br /&gt;
 - Fixed the misspelling of the word &#039;Camaraderie&#039; for the Field Commander perk - TIL&lt;br /&gt;
 - Fixed a bug where some low damage weapons that crit were not hitting as hard as they should - Thanks to Lafiir for pointing it out&lt;br /&gt;
 - Fixed a bug where overpower would trigger on units that had already ended their turn&lt;br /&gt;
 - Fixed multiple bugs where psionic and panic hit rates were being displayed incorrectly&lt;br /&gt;
 - Fixed a bug where salvage opportunities would still arise when you abandoned a UFO site&lt;br /&gt;
 &lt;br /&gt;
== LW Rebalance v1.27.11 ==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Alien level is now reduced by difficulty. Specifically, New Alien level = Old Alien Level * Difficulty[0.625/0.75/0.875/1.0] - This makes it so that later game, on the easier difficulties, the aliens are at a significantly lower level. Makes easier difficulties much easier into the later game. Note this change will work immediately on any ongoing campaign.&lt;br /&gt;
 - Abductions/Terror Missions/Landed UFOs/Crashed UFOs now show more information on the difficulty of the mission (Alien Level, and whether there are additional and more/stronger aliens due to Alien Resources (+) or Alien Aggression (+)) - Helps make the player aware and affected by alien progress&lt;br /&gt;
 - Fixed the old hyperwave extension code (original by amaciel81) so that it 1) has an accurate list of species and 2) correctly identifies the number of species - QoL&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Alien Level increases by 1/2/3 on medium/large/xlarge UFOs (from 2/4/6) - They were hard enough without the extra stress from even more alien levels&lt;br /&gt;
 - Alien Leader Level increases by 1/2/3 on medium/large/xlarge UFOs (from 2/4/6) - Same reason as above&lt;br /&gt;
 - Bonuses to aliens from alien level and alien leader level are now rounded (instead of truncated) - This is important, as many upgrades were a value of 1 which were all getting reduced to 0.&lt;br /&gt;
 - Maim will now also deactive all reactive fire and has a description on the F1 panel on Maimed enemies - QoL, makes it easier to stun maimed outsiders and other units with reactive fire&lt;br /&gt;
 - Covert Op Extraction missions will have reinforcements come in much more gradually - Makes it easier to make it through these missions, especially if you have to engage and kill some exalt&lt;br /&gt;
 - Pressing F1 on an autopsied enemy will now display it&#039;s damage as well - QoL&lt;br /&gt;
 - The F1 popup for Panicked units regaining control will now show &amp;quot;Panicked (Regaining Control)&amp;quot; instead - QoL, if you miss the popup you can still check on their status with F1&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Squadsight penalty per tile away to -3 (from -4) - Makes the strike rifle and MEC weapons slight less penalized when taking squadsight shots&lt;br /&gt;
 - Awareness also doubles the attibute bonus from ITZ (grants +20 aim/crit instead of +10 aim/crit on subsequent shots) - Buff to the perk on the Jaeger and ITZ snipers with a chameleon vest&lt;br /&gt;
 - Fragmentation trigger rate to 20% (from 25%) - Slight nerf for balance on the rocketeer&lt;br /&gt;
 - Ready For Anything grants +1 ammo - Slight boost to RfA based OW builds&lt;br /&gt;
 - Flush grants +40 aim (from +20) - Provides a high aim option for gunners / drum mags, boost to flush&lt;br /&gt;
 - Mayhem grants +50% weapon damage to flush and no longer grants +2 damage to SAW/LMGs - Instead of boosting overall damage, it focuses on making flush a stronger alternative, especially useful on a low aim gunner&lt;br /&gt;
 - Lock N&#039; Load no longer grants an additional ammo - Balance on the trees, simplification of the perk&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Drum Mags mobilty to -1.2 (from -0.6) - Nerf to accommodate flush boost&lt;br /&gt;
 - Smartshell Pod aim to +10 (from +15) - Nerf to accommodate flush boost&lt;br /&gt;
 - Leather Jacket mobility to -1.2 (from -2.5) - Helps the covert op hit relays on exalt missions&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Vortex armor on the Volunteer can no longer be unequipped with &#039;restore loadout&#039; and &#039;make items avialable&#039; - Prevents accidentally altering volunteer armor&lt;br /&gt;
 - Fixed a bug with loadout manager where MECs from different originally classes (e.g. a Marauder from an infantry vs a Marauder from an assault) would have different loadout profiles&lt;br /&gt;
 - Fixed a bug where medikit boosting perks were providing inaccurate #&#039;s of medikits sometimes&lt;br /&gt;
 - Clarified that SHIV mobility is 6.8 + the chassis on the soldier loadout&lt;br /&gt;
 - Fixed MEC descriptions to include the fact that they are hardened&lt;br /&gt;
 - Fixed an incorrect description on adaptive bone marrow&lt;br /&gt;
 - Fixed a bug where some weapon damage modification abilities were not truncating appropriately&lt;br /&gt;
 - Fixed some minor issues on the tech tree image&lt;br /&gt;
 - Command now correctly visually gives soldiers an extra AP&lt;br /&gt;
 - Fixed a bug where Meld canisters were providing slightly inaccurate amounts of meld - Thanks to Lafiir for the fix! =D&lt;br /&gt;
 - Fixed a bug where Sawed-off Shotgun was only gaining 2 damage from quenchguns (should have been and now is, 3)&lt;br /&gt;
 - Fixed a bug where you could gain infinite meld if you were low in meld and rushed a project that you couldn&#039;t afford the rush cost for and then could return the cost to gain back additional meld - No idea how you guys even find these bugs, but it&#039;s fixed =P&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.27.10 ==&lt;br /&gt;
&lt;br /&gt;
QoL:&lt;br /&gt;
 - The abilities Fatigued, Exhausted, Enraged, and Combat Readiness now all appear in the F1 information panel on affected soldiers - Nice QoL&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Changed &amp;quot;Expected&amp;quot; to &amp;quot;Average&amp;quot; on the tactical hit display to more clearly describe that the damage is the average you can expect and not a set amount - QoL&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed some incorrect formating on ability descriptions&lt;br /&gt;
 - Battle Rifles correctly lose their 1 penetration&lt;br /&gt;
 - Fixed a bug where alien base assaults were not awarding a fusion core upon completion&lt;br /&gt;
 - Fixed the ITZ not triggering sometimes bug - Thanks to darkmiz and TooMoo for providing a save and information where the bug was replicable&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.27.09 ==&lt;br /&gt;
&lt;br /&gt;
QoL:&lt;br /&gt;
 - Fixed an issue where &amp;quot;10.0&amp;quot; mobility overlapped the will icon in the barracks list&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
 - Second wave option &amp;quot;Miracle Workers: Repairing items costs no resources, only time&amp;quot; replaced with &amp;quot;Defective Outsiders: Outsiders no longer gain stats from the &#039;Growth&#039; perk&amp;quot; - Makes it easy for players who feel growth too punishing to disable it.&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Javelin rocket scatter reduction to 60% (from 70%) - Accommodates for the fixed damage periphery bug&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where explosives that were hitting units outside of their radius (due to positioning issues) were doing less than 50% damage at the edge of their periphery&lt;br /&gt;
 - Arc Rifle now correctly has 125 tile reaction distance&lt;br /&gt;
 - Fixed various incorrect tile descriptions for squadsight&lt;br /&gt;
 - Fixed a bug where the arc rifle was inadvertently gaining 10 aim&lt;br /&gt;
 - Fixed a bug where abduction panic decreases were not reducing panic correctly on NSLW, VLW, and VVLW&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.27.08 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fix:&lt;br /&gt;
 - Apparently 1.27.07 was a bad version (maybe a wrong file got uploaded), so .08 should fix that&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.27.07 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where accessing the grey market would cause a CTD&lt;br /&gt;
 - Fixed a bug where the scout perk tree was not correct&lt;br /&gt;
 - Fixed a bug where losing steady on a soldier who could not see any enemies would still end the turn unintentionally&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.27.06 ==&lt;br /&gt;
&lt;br /&gt;
QoL:&lt;br /&gt;
 - Using the up/down keys to scroll past the top/bottom of the grey market list of items now sends you to the bottom/top of the list - Makes it easier to navigate with the keyboard/gamepad - Thanks to Lafiir for this awesome piece of code! &lt;br /&gt;
 - You can now sell in sets of 10 again by using the keyboard left and right keys, and for controllers: D-pad it sells 10-stacks, using the analogue left-stick it sells single items - Allows selling in sets of 10 while still allowing those who use a game controller to sell single items - Thanks to Lafiir, again, for all the amazing code&lt;br /&gt;
 - In the tactical game, when using a controller, because the Target List is in the top-left, activating the Radar causes an UI glitch. This Patch simply moves the list further to the right (Image Explanation: https://staticdelivery.nexusmods.com/mods/151/images/746/746-1586623344-1271191379.png) - Thanks to, again and again, Lafiir for the awesome code =D&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Elerium batteries now increases the ammo of the arc rifle by 1 - Boost to mid-game arc rifle strength and thus anti-mechanical strength&lt;br /&gt;
 - Foreign Legion France start grants 20 soldiers (from 14) - Slight buff&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Soldiers are immune to &amp;quot;fatigued&amp;quot; and &amp;quot;exhausted&amp;quot; if they are under the effects of a combat stim or psi inspiration - Makes sense, small buff, more for the purposes of feeling reasonable during gameplay&lt;br /&gt;
&lt;br /&gt;
XCOM Starting Stats:&lt;br /&gt;
 - Engineer will to 10 (from 20) - Significant tone back their psionic potential as they are a really strong class&lt;br /&gt;
 - Rocketeer will to 15 (from 10) and HP to 2 (from 3) - Buff to psionic potential, nerf to HP as it wasn&#039;t needed as much and helps accommodate for the will buff (which is stronger)&lt;br /&gt;
 - Gunner HP to 3 (from 2) - Buff to general tankiness, reduces wounds&lt;br /&gt;
 - Assault loses 0.6 mobility - The assault was a little too strong overall, especially with the new shotguns&lt;br /&gt;
 - Scout mobility to 1.2 (from 0.6) - Makes the scout significantly the most mobile class and gives them a nice buff&lt;br /&gt;
 - Infantry HP to 3 (from 2) - Overall slight buff with more focus on tank and grenadier builds&lt;br /&gt;
&lt;br /&gt;
XCOM Perk Tree:&lt;br /&gt;
 - First Aid and Packmaster swapped on Scout - Buff to early support scout&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Extra Conditioning to 20% fatigue (from 40%) but to 2 armor health (from 1) - Was a little too strong with the extra focus on fatigue, needed to be toned back a little bit&lt;br /&gt;
 - Master Mechanic grants shots +2 penetration (from +1 penetration) against mechanicals - Helps make engineers stronger vs mechanic units in the mid-late game (especially the double tap engineer)&lt;br /&gt;
 - Snapshot grants a 60% chance for shots to cost 0 AP when wielding the strike rifle (from 50%) - Buff to snapshot scout, keep it competitive with the hit and run scout and support scout&lt;br /&gt;
 - Tenacious defense to 40% crit resistance (from 20%) - With pinpoint accuracy crits are a lot higher and xcom biotanks needed more resiliency&lt;br /&gt;
 - Aggression grants 25 crit (from 20) - Slight buff&lt;br /&gt;
 - Packmaster grants +1 ammo (from +2) - It just felt too extreme at +2, especially on the classes that were often picking it up&lt;br /&gt;
 - Sharpshooter is 1 pen at all times (from 1 pen against targets in cover) but only grants 10 aim against targets in cover (from 15) - It didn&#039;t make sense when OW avoided DR from cover that sharpshooter provided more pen against targets that just were in cover...&lt;br /&gt;
 - ITZ aim/crit boost to 10 (from 20) - Slight tone back&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - MINEs explode at the end of XCOM&#039;s next turn, instead of at the end of the alien&#039;s next turn - Nerfed, as the cover destruction and inability of the aliens to react was too strong, especially with the higher damage and penetration still ignoring muton tenacious defense&lt;br /&gt;
 - Battle Rifles no longer have +1 pen, but weight to -0.6 (from -1.2) - Nerfed to accommodate the AR nerf, also, their pen was a little out of alignment vs the sniper/strike rifles&lt;br /&gt;
 - Both the stun rifle and arc rifle are now in their own class of weapons: &amp;quot;Electric&amp;quot; - This just prevents the confusion of things like if beam strengthening affects them or other weapon class boosts&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Losing steady aim from not seeing anyone at the beginning of your turn no longer ends your turn&lt;br /&gt;
 - Hopefully fixed a bug that would cause ITZ not to trigger at the beginning of the turn sometimes&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.27.05 ==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where EMP was doing 100x the damage intended - Left it in during testing purposes... Whoops! =P&lt;br /&gt;
&lt;br /&gt;
== LW Rebalance v1.27.04 ==&lt;br /&gt;
&lt;br /&gt;
QoL:&lt;br /&gt;
 - When an XCOM unit has a scamper move not only will their abilities be greyed out, but their AP pips will now also turn white - Helps players identify when their units only are doing a scamper move. It signifies a white flag: &amp;quot;Dont&#039; shoot, I&#039;m just doing a scamper move&amp;quot; =P&lt;br /&gt;
 - Removed the ability to use the keyboard to sell multiples of 10 on the grey market - Since it was the only way gamepads could sell it kinda really sucked for them&lt;br /&gt;
&lt;br /&gt;
Starting and Country Bonuses:&lt;br /&gt;
 - Wealth of Nations (Europe continent bonus) provides 25% cash (from 20%) - Buffed&lt;br /&gt;
 - Architects of the Future (Africa Continent Bonus) provides 50% reduction on lab/workshop costs (from 60%) - Nerfed&lt;br /&gt;
 - Deus Ex China Start provides 75% reduction in gene mod costs (from 65%) - Buffed&lt;br /&gt;
 - Neopanzers Germany start reduces MEC, SHIV, and their primary weapon costs by 35% (from 25%) - Slight buff&lt;br /&gt;
 - Nigeria &amp;quot;The old path&amp;quot; is removed - It was too weak and too similar to Legacy of Uxmal&lt;br /&gt;
 - Wealthy Benefactor to 1400 bonus cash (from 1200) - Slight buff&lt;br /&gt;
 - Xenological Remedies increases corpse sale cost by 7x (from 6x) - Buffed&lt;br /&gt;
 - &amp;quot;Expertise&amp;quot; renamed to &amp;quot;Ready For War&amp;quot; and grants 60 alloys and elerium to start - Buffed&lt;br /&gt;
 - Sandhurst grants 30% reduction in OTS requirements (from 20%) - Buffed&lt;br /&gt;
 - Special Air Service grants 7 bonus aim (from 5) - Slight buff&lt;br /&gt;
 - Ring of Fire now starts with all elevators already built - Buffed&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Suppression now has a 1 turn cooldown - Prevents it from being used every turn to lock units down, forces more diversity of action&lt;br /&gt;
 - Flush grants +20 aim again but no longer works with double tap - To make it more useful and bring it back from the edge of obscurity&lt;br /&gt;
 - Mayhem grants +2 damage to SAWs/LMGs - Accommodates for suppression nerf on the bullet wizard&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Assault Rifle ammo to 3 (from 4) - Makes more room for carbines, SMGs, and battle rifles&lt;br /&gt;
 - SAWs and LMGs now grant flush as well - Accommodates for suppression nerf on gunners, provides more diversity of actions&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where changes to UFO artifacts (power sources, comptuers, etc.) were being ignored by the tactical game preventing things like getting double UFO power sources from missions - Note that the double UFO power sources is random, so you will get 1-3 from a UFO where there is 1 intact power source (and damaging the power source during the tactical mission will obviously give you 1-3 damaged power sources)&lt;br /&gt;
 - Fixed a bug where the campaign length wasn&#039;t being set properly when loading from a save (unless it was loaded twice after the game started) - Thanks to Lafiir for pointing this out &lt;br /&gt;
 - Fixed a bug where alien metallurgy was giving less alloys than intended on destroyed UFOs&lt;br /&gt;
 - Fixed a bug where a float to integer conversion was preventing UFO bounties from awarding any credits&lt;br /&gt;
 - Fixed some misleading descriptions&lt;br /&gt;
 - Fixed a bug where the AP pip colors weren&#039;t correct when a unit was fatigued&lt;br /&gt;
 - Fixed a bug where you could press &amp;quot;J&amp;quot; to activate combat readiness when the soldier was acting or moving &lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.27.03==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - Elerium cost for UFO analyses research decreased by 80% - They weren&#039;t supposed to be a hit on elerium stores&lt;br /&gt;
 - Improved the code for grading at the end of the month to consider more things (like how youa re doing with captures, research, foundry, resources, equipment, soldiers, etc.) - QoL&lt;br /&gt;
 - Alien Level, Resources, and Aggression made more obvious in the Situation room top right - QoL so you don&#039;t have to wait for the ticker to scroll, or if the ticker is busy (like with a crashed UFO) you can still get the info&lt;br /&gt;
 - Combat Patrols now start with an effect of 2 (from 3), gain 2 effect for being a firestorm (from 3) and 3 effect for using a fusion lance (from 4), but gain an extra effect for each rank of the pilot - Takes pilot rank into consideration now&lt;br /&gt;
 - Injuries toned back to a modifier of 60 days (from 90) - They were pretty punishing as is, especially because they included all fatigue, and didn&#039;t need the increase to accommodate for difficulty reductions&lt;br /&gt;
 - Previous fatigue is no longer increased by 50% when you bring in a fatigued soldier to a mission - If you are bringing in fatigued soldiers, you&#039;re probably already not in the best of situations, no need to compound it&lt;br /&gt;
 - &#039;Exhausted&#039; will not occur unless the soldier has 10 or more days of fatigue (modified by campaign length) - It felt unfair when a soldier with 1 hour of fatigue triggered &#039;exhausted&#039;&lt;br /&gt;
 - Abduction rewards decreased significantly but now also increased by 10% per month - They were providing more than the ideal # of  extra scientists/engineers/soldiers early game and were not increasing enough into the late game&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - First mission has 1 more sectoid on all difficulties - With the decreased sectoid will the first mission needed to be bumped up a little again&lt;br /&gt;
 - Fixed an issue where the Seraph armor didn&#039;t graphically perform correctly - Thanks to Lafiir for this fix&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where public heroes was not increasing scientist and engineer rewards from abductions&lt;br /&gt;
 - Fixed a bug where SHIVs were getting too much fatigue when the 2nd wave option &amp;quot;consistent fatigue&amp;quot; was enabled&lt;br /&gt;
 - Fixed a bug where you could make a combat readiness popup occur on units that had already finished their turn&lt;br /&gt;
 - Fixed a bug where the number of UFO power sources gained from each UFO were half as many as intended (Note: this did not affect elerium gains)&lt;br /&gt;
 - Fixed some grammatically incorrect descriptions&lt;br /&gt;
 - Fixed a bug where the end of month display of alien resources would sometimes be incorrect&lt;br /&gt;
 - SHIVs will no longer trigger enrage - They weren&#039;t intended to&lt;br /&gt;
 - Fixed a bug where with some pistols Maim was not working&lt;br /&gt;
 - Fixed a bug where alien aggression was not increasing alien leader levels correctly when at or above 75%&lt;br /&gt;
 - Fixed a bug where alien aggression was not being increased to 100% after an alien base assault&lt;br /&gt;
 - Fixed a bug where extraction of a covert operative (and perhaps rescuing an NPC as well) would turn on Enrage as the game would think they had died&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.27.02==&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - Steady Weapon now converts into Combat Readiness if the unit is steadied and can&#039;t see any enemies at the beginning or end of a turn - Nice consolation if the steady happens to be wasted, also makes intuitive sense and gives a nice popup about combat readiness indicating the steady has been lost making this mechanic more obvious&lt;br /&gt;
 - Experience pop ups like &amp;quot;+5xp&amp;quot; when you kill someone will not appear anymore - Removed to declutter the UI in the tactical game, the information was pretty inconsequential (most players know they get xp when they kill a unit)&lt;br /&gt;
 - Fatigue increases are doubled [increased to 1 day + 0.5 days/turn (from 0.25 days/turn) and 10 days flat on consistent fatigue second wave (from 5 days flat)] - The new fatigue system makes it much easier to field units so fatigue has been increased to compensate&lt;br /&gt;
 - Base Injury time increased to 90 days (from 60 days) - accommodates for 30% reduction in injury &amp;amp; fatigue times per difficulty, overall a 15% or so increase in injury times&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Szmind (the programming wizard) fixed a long time LW and LWR bug where if you were in multiple covers (e.g. low and high cover) you would only ever get the DR of the low cover -- now you get the DR of the cover that is protecting you from the shot (as you would expect) - many thanks to szmind for this great code fix! =D&lt;br /&gt;
 - Fixed a bug where the number of abductions was not being reduced by 50% after the multi-abudctions were introduced&lt;br /&gt;
 - Fixed a bug where any unit that ended a mission with their sidearm equipped permanently received rapid fire (Note: if this affected your campaign, you can use the console and type `giveperk -36 in the barracks to remove rapid fire)&lt;br /&gt;
 - Fixed a bug where soldiers could sometimes get enough xp to level up but not be promotable&lt;br /&gt;
 - Fixed a bug where early abduction reward soldiers would sometimes be multiple ranks higher than intended (someone got a TSGT in March) (!)&lt;br /&gt;
 - Updated and clarified some misleading text&lt;br /&gt;
 - Fixed an incorrect voice reminder to build a genetics lab when sometimes you couldn&#039;t&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.27.01==&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug where some alien species would appear before their intended alien level (most notably finding seekers at alien level 1)&lt;br /&gt;
 - Fixed a bug where multiples values from the dgc.ini were being read from the documents folder instead of the actual dgc.ini (creating things like foundry projects showing up when they shouldn&#039;t, mobility of equipment to be off, and lots of other really odd quirks) - Thanks so much to szmind as he masterminded a really quick and simple fix for this =D&lt;br /&gt;
 - Fixed pistols not having increased ammo&lt;br /&gt;
 - Misc description tweaks&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.27.00==&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
 - Version 1.27 is not compatible with previous versions and may cause serious issues with ongoing campaigns. It is recommended to continue on your old campaigns with versions of 1.26 and earlier. If you want to use 1.27 it is best to start a new campaign.&lt;br /&gt;
 - All references to &amp;quot;Dynamic War&amp;quot; are being replaced with &amp;quot;Game Length&amp;quot; - Much more intuitive, especially for newer players and especially because Dynamic War is default in LWR now (e.g. Injury times are modified by Game Length)&lt;br /&gt;
&lt;br /&gt;
New Second Wave Options:&lt;br /&gt;
 - Not So Long War (#8): Overall game length halved - These effectively replace Dynamic War and the SW_Marathon value. Part of the problem with the old DW and SW_Marathon system was odd numbers.  For example, multiplying 2 UFO missions by a SW_Marathon value of 0.45 would = 0.9 which would get reduced to 0. There were many examples of this. The new system is designed so that all gameplay modes work well and are balanced.&lt;br /&gt;
 - Very Long War (#9): Overall game length doubled. Enabling this and &#039;Not So Long War (#8)&#039; triples the game length instead (Very Very Long War). - See above&lt;br /&gt;
 - Predictable Potential (#3): Soldier promotion stat gains for each rank and class are set values instead of a range - The reverse of Hidden Potential which is now default&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
 - All alien missions (UFO missions) are now generated each hour on the fly and are constantly affected by alien aggression, alien level, and alien resources (i.e. all LWR games are DW games) - This is changed from non-DW games in LW 1.0 where these stats would sometimes only matter and missions would only be generated right at the beginning of each month. This also made LW 1.0 DW games always quite different than non-DW games and very difficult to balance between them.&lt;br /&gt;
 - Ranks required for OTS projects changed to 10/20/30/50/70/90/120 (from 10/20/40/60/90/120/150) - Accommodates for decreased end game mission density, bring Cpt and Mjr on earlier&lt;br /&gt;
 - When a country gives you a donation to help your fight against aliens it no longer says &amp;quot;medikit&amp;quot; and &amp;quot;request&amp;quot; and instead clearly states it&#039;s a &amp;quot;donation&amp;quot;&lt;br /&gt;
 - Alien Aggression (Threat) reworked: [ see the wiki: https://www.ufopaedia.org/index.php/Alien_Aggression_(LWR) ]&lt;br /&gt;
 - Scouts, Abductions, and Terror missions are reduced in amount by 10% per month (from 20% per month) - They were becoming too few in the late game&lt;br /&gt;
 - Resources acquired from missions increases by 10% per month (from 20% per month) - Accommodates for increased late game missions&lt;br /&gt;
 - Injury and Fatigue scales again with difficulty: 100/110/120/130% on normal/classic/brutal/impossible - Limits A-Team and smaller roster use on the higher difficulties&lt;br /&gt;
 - Soldier deaths are more of a factor in the grade you get at the end of each month - More accurate&lt;br /&gt;
 - Meld Injection now has a popup description claryfing what it does - More clarity on use&lt;br /&gt;
&lt;br /&gt;
Air Game:&lt;br /&gt;
 - UFOs increase in strength with each Alien Level (instead of each month) - Makes late game UFOs easier to deal with and also makes the current status of enemy UFO easy to figure out (as &amp;quot;each month&amp;quot; was never really accurate anyway, it was often way off -- at least in the late game)&lt;br /&gt;
 - Combat Patrols now cost 550 (from 350) and also increase alien aggression (by 25%) and decrease alien resources (by 3-12%) - Nerfed as they were quite effective, especially with powerful aircraft, extended in effect to be more encompassing&lt;br /&gt;
 - You can now see a list of all aircraft weapons you own when you go to change the loadout of an aircraft so that there is easy comparisons, even if you don&#039;t have any spare of that aircraft weapon - Makes it a lot easier to compare weapons when changing aircraft loadouts&lt;br /&gt;
 - Added a button to dismiss aircraft: this will work anytime except for when the aircraft is being transfered or engaging. WARNING: There is NO popup dialogue warning - Gives players the ability to get rid of aircraft they don&#039;t want&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
 - If an XCOM soldier/MEC has been killed, at the beginning of each turn, each squad member has a 3% * number of dead soldiers/MECs * aliens in sight to Enrage [Deal +50% weapon damage, all actions have a 50% chance to cost 0 AP, and prevent non-suppression reaction fire triggering until end of turn] - This is a nice mechanic as it makes it so when things are at their worst XCOM gets a nice strength boost. Also, it feels like sweet vindication.&lt;br /&gt;
 - Pistols now all have the &amp;quot;Maim&amp;quot; ability: Fire 2 shots at -20 aim that deal 1 damage each. Any hits against a target with 1 HP will Maim the target instead of dealing damage, preventing the target from acting on it&#039;s next turn.&lt;br /&gt;
 - Fatigue and Injury System reworked:  [ see the wiki: https://www.ufopaedia.org/index.php/Soldiers_(LWR)#Fatigue and https://www.ufopaedia.org/index.php/Soldiers_(LWR)#Injury ]&lt;br /&gt;
 - Half of the hit chance over 100 now spills into bonus crit chances, called &amp;quot;Pinpoint Accuracy&amp;quot; - Makes sense that really accurate shots would have bonus crit chances, creates interesting situations with high aim low crit weapons (e.g. shotguns)&lt;br /&gt;
 - Lowered enviromental damage from alien explosives and weapons by about 80% - This means that your cover is a LOT less likely to blow up when the aliens use explosives or when they fire their weapons; it still could happen, but much much more rarely. The main reason for this is to 1) encourage using cover and cover-based tactics, especially into the late game and 2) while it may seem cool and fun, having your cover blown by alien explosives rarely is.&lt;br /&gt;
 - Crit chances are now capped by the max amount of aim, called &amp;quot;Accuracy Cap&amp;quot; - realistic that you don&#039;t have 100% chance to crit on a 1% chance to hit, creates interesting situations with high crit weapons (e.g. SMGs)&lt;br /&gt;
 - Alien bases no longer have &#039;Itchy Trigger Tentacle&#039; enabled automatically - This was originally enabled in LW to make them more difficult, but was a pretty unfair way to do so. As we&#039;re trying to make these missions less difficult it definitely makes sense to remove it.&lt;br /&gt;
 - Changed the way damage randomization works. Instead of requiring a chart based on the ((2 * damage) + 1 + Rand)/4 formula, randomization range is simply +/- 1 for 1-9dmg, +/- 2 for 10-19dmg, +/- 3 for 20-29dmg, etc. Each integer has an equal chance to be selected. (e.g. a 1/3rd chance of - 1, 0, or +1 for 1-9 damage) - Makes it easy to calculate in game (+/- 1 for less than 10, +/- 2 for less than 20, etc.) and tightens the spread at higher damage levels making damage more predictable&lt;br /&gt;
 - Critical hits will always be equal or greater to the highest damage roll of a normal hit - This applies to 1, 2, and 3 damage hits, which previously would crit (1.5 dmg modifier) for 1, 3, and 4 dmg. They now crit for 3, 4, and 5 damage to ensure even if you low roll on the crit it&#039;s always at least as much as the max roll on a normal hit&lt;br /&gt;
 - Combat Readiness now also grants +5 defense (+10 defense with awareness) and also now has a pop-up that displays the effect as well - Buff to effectiveness and clarity of game mechanics&lt;br /&gt;
 - Rocket Scatter increased by 10% - Accommodates for damage boost&lt;br /&gt;
&lt;br /&gt;
Perks:&lt;br /&gt;
 - Opportunist now makes reaction shots bypass damage resistance from cover (30% from partial cover, 50% from full cover) - Overwatch builds needed a boost, specifically against high DR units in cover (e.g. mutons, outsiders)&lt;br /&gt;
 - Ranger grants +25 aim to sidearms (from +10) - Makes using a pistol much more reasonable on units with ranger&lt;br /&gt;
 - Snapshot grants a 30/50% chance for regular/strike rifle shots to cost 0 AP (from 20/55) - Buffed to non-strike rifle shots, slight nerf to strike rifles&lt;br /&gt;
 - Inspired Tenacity (officer perk) changed to +20% DR when protected by cover (from +15% DR at all times) - Encourage use of cover, making cover more effective&lt;br /&gt;
 - Tenacious defense grants 50% DR against explosives and no longer requires the target to be in cover to get the -20% crit resistance - Makes XCOM biotanks and Mutons more resistant to explosives&lt;br /&gt;
 - Close Combat Specialist loses it&#039;s +40 aim against units within 4 tiles - It was plenty strong without it&lt;br /&gt;
 - Aggression grants +1 crit damage and +20 crit at all times and affects side arms as well as primary weapons (from +10-30 crit based on the number of enemies you can see and only primary weapons) - Makes it more consistent, slight buff&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - All pistol ammo to 2 (from 1) - Boost to the strength of pistols&lt;br /&gt;
 - Machine pistol crit to 40 (from 20) - Boost to the strength of machine pistols&lt;br /&gt;
 - Crit on Shotguns lowered to 0 (from 30) - Makes maxing out with crit less common, increases the relative strength of crit boosting perks and items, accommodates for Pinpoint Accuracy bonus from aim overspill&lt;br /&gt;
 - Crit on Sniper Rifles lowered to 30 (from 40) - Makes maxing out with crit less common, increases the relative strength of crit boosting perks and items, accommodates for Pinpoint Accuracy bonus from aim overspill&lt;br /&gt;
 - Shotguns and SMGs no longer have proximity damage but shotguns do 150% base damage and SMGs gain Killer Instinct and have 10% more crit  - The proximity damage effects were bugging out too often. Slight boost to shotguns used at further than point blank, tweak on SMGs.&lt;br /&gt;
 - Extrasensory Vest (Old Chameleon Suit) defense to 0 (from 5) - Prevents defense stacking from getting too high, accommodates for new combat readiness&lt;br /&gt;
 - Blaster Launcher range to 15 tiles (from 18.7) - Nerfed, needed some pull back due to how powerful and accurate it is&lt;br /&gt;
 - Targeting Module grants +2 damage on critical hits and 0 crit (from +1 damage on critical hits and 10 crit) - Stronger boost, but does not grant extra crit, makes crit-based builds more reasonable again&lt;br /&gt;
 - Thumper grants the KSM +10 penetration (from +10 damage) - Makes it much more effective against threats with high DR and less OP against units with no DR&lt;br /&gt;
 - Rockets deal 125% of weapon tier damage (from 100%) - Boost to their damage output as it was too low&lt;br /&gt;
 - Javelin Rockets have 70% reduced scatter (from 80%) - Accommodates for the damage boost&lt;br /&gt;
 - Chameleon Suit renamed to Extrasensory Vest - Makes more sense for what it now does&lt;br /&gt;
&lt;br /&gt;
Aliens:&lt;br /&gt;
 - Floater mobility reduced to 12 (from 14), Drone mobility reduced to 10 (from 12), Seeker mobility reduced to 12 (from 16) - Flying units are very difficult to deal with due to them being able to move anywhere without being exposed, this prevents them moving so close so fast making it easier to deal with them&lt;br /&gt;
 - Seekers and Sectoids lose 10 aim - Accommodates for ranger buff&lt;br /&gt;
 - Sectoids start with 15 less will, and gain 10 less will on each Alien Level Up - Gives them less will in the late game&lt;br /&gt;
 - Floater, Thinmen, and Muton aim to 60 (from 65), drone aim to 60 (from 70) - Makes them slightly less likely to hit&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed a bug (again) where Exalt panicking would make the HUD disappear&lt;br /&gt;
 - Fixed a description bug where the respirator implant was said to grant 10 defense (it only grants 5)&lt;br /&gt;
 - Fixed a bug where engineers brought in later to a base defense mission would not have any repair charges&lt;br /&gt;
 - Exalt panic sabotage is no longer modified by Game Length - Since the # of exalt missions are similar on NSL, L, VL, or VVL game lengths the amount of panic generated should not be modified&lt;br /&gt;
 - Fixed a bug where if there was no research to research, you&#039;d still get a ! on the research lab a request to visit it&lt;br /&gt;
 - Fixed a bug where the minimum amount in each meld canister wasn&#039;t being affected by old DW games&lt;br /&gt;
 - Fixed a bug where the chance for alien leader levels were being halved on old DW 0.5 games (this was making old DW 0.5 games a lot easier) - It was just a simple bug that wasn&#039;t removed&lt;br /&gt;
 - Fixed a bug where the cash bounty for destroyed UFOs was not being modified by old DW games and the alloy bounty for destroyed UFOs was only being upgraded by 25% (instead of 50%) with alien metallurgy&lt;br /&gt;
 - Fixed some incorrect descriptions&lt;br /&gt;
 - Fixed a bug where you could send refueling aircraft on Combat Patrols&lt;br /&gt;
 - Fixed some Salvage options that could be too low&lt;br /&gt;
 - Fixed some descriptions that were too long to fit in the description windows&lt;br /&gt;
 - Fixed a bug where alien resource display at the end of the month and on the ticker wasn&#039;t accurate and was overestimating alien resources&lt;br /&gt;
 - Fixed a bug where extra large UFOs were receiving more aliens than intended&lt;br /&gt;
 - Fixed a bug where salvage opportunities for UFOs were not popping up&lt;br /&gt;
 - Fixed a bug where the AP pip colors were not updating after a shot if there was a cinematic that delayed a shot&lt;br /&gt;
 - Fixed a bug where floater &#039;launch&#039; was not correctly triggering OW&lt;br /&gt;
 - Fixed lots of bugs relating to Alien Aggression from LW 1.0&lt;br /&gt;
 - Fixed a bug where alterations of cover (e.g. a SHIV moving from a unit) would trigger Overpower on those units&lt;br /&gt;
&lt;br /&gt;
=LW Rebalance v1.26=&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.26.13==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
* DLC missions now have 8 soldiers allowed - Finally figured out how to distinguish just the DLC missions. This makes them a lot easier (which is OK as they are nice missions to pass).&lt;br /&gt;
Perks:&lt;br /&gt;
* Overpower now will tests at user&#039;s will / 4 (from user&#039;s will / 2) - Really only affects ethereals and all it means is that high will units are more likely to resist or be immune&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
* Psi Lance deals 5 + will_difference/20 (from 5 + will_difference/10) - Similar change that rift had, that was supposed to be applied to psi lance too but wasn&#039;t being. Makes it less likely to do really high damage. Example: against a soldier with 30 will, a 160 will ethereal would have done 5 + 13 damage for 18 damage but now would do 5 + 6 damage for 11 damage.&lt;br /&gt;
* Fixed a bug where exalt units were doing more damage than intended with alien research upgrades&lt;br /&gt;
* Fixed a bug where salvage teams were being offered on missions other than crashed/landed UFOs&lt;br /&gt;
* Fixed some incorrect ability descriptions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.26.12==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
* Aliens gain their +2 research per alien base at the end of each month (instead of the beginning of each month) * Makes it so the increase is captured in the end of month report (otherwise the reports were misleading)&lt;br /&gt;
* Successful UFO research missions award less alien research (2/3/4/5 instead of 2/4/6/8) * Was leading to maxing out alien research too quickly in the later game as each month the gains are increased by 10% and the additional range for each month is just +3-15 research (33-45)&lt;br /&gt;
* UFO Bombing (Air Raid) missions now will fail if the UFO is decreased below half health (and will cause proprotionally less panic above 50% health) * Now all UFO missions that are airborne (scouts, hunts, bombing) fail at 50% or less health and will decrease the chance of success proportionally to their health&lt;br /&gt;
Tactical:&lt;br /&gt;
* Chance to test for panic on Exalt increased to 30% (from 20%) * Reasonable considering their numbers&lt;br /&gt;
* Tactical Sense renamed to Tactical Mobility * Makes it seem more about your ability to move than your ability to think which makes it more believable on certain aliens and on armors&lt;br /&gt;
Perks:&lt;br /&gt;
* Onslaught does not grant point blank shots a free action, only the KSM * It was too strong with both. Shots were added to the perk because I thought it was necessary to have the perk work at all times, but realistically you only need floater autopsy and MEC warfare systems so getting a KSM online early should not be a problem&lt;br /&gt;
Equipment:&lt;br /&gt;
* Proximity Mine Launcher is back as &amp;quot;MINE Launcher&amp;quot; and now counts as a destructive grenade for the purposes of perks: Damage:12, EnviroDamage:240, Penetration:100, Range:7.5, Radius:3, Ammo:2, Weight:0.6. Can deploy a MINE (MInerature Nuclear Explosive) at range, that will detonate at the end of the enemy&#039;s turn, penetrating all damage resistance and dealing double environmental damage.&lt;br /&gt;
* KSM damage to 20 (from 25) * I was incorrect about it needing a buff, at 20 damage (30 with thumper) it is quite competitive&lt;br /&gt;
Aliens:&lt;br /&gt;
* Awareness and Penetrator removed of all Heavy Floaters and moved on to leader Heavy Floaters only * Makes most heavy floaters a little easier to hit and little easier to tank in general&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.26.11==&lt;br /&gt;
&lt;br /&gt;
Tactical:&lt;br /&gt;
* The first mission has 1 less sectoid on all difficulties * accommodates for sectoid buff&lt;br /&gt;
Aliens:&lt;br /&gt;
* Drone and Seeker base damage to 3 (from 2) * Both were too weak and too inconsequential when being used, makes March a little more challenging&lt;br /&gt;
* Sectoid starting will to 50 (from 25) * Boost to early game enemies, makes March more challenging&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
* Fixed a bug where salvage options after UFOs were too pricey off the bat&lt;br /&gt;
* Fixed a bug where stepping out at someone you had at &amp;quot;Point Blank&amp;quot; (i.e. avoiding their cover DR) would sometimes still grant cover DR b/c the stepout moved you away from the target and outside of &amp;quot;Point Blank&amp;quot; range&lt;br /&gt;
* Fixed a bug where First Aid and Field Medic was reducing the injuries on SHIVs&lt;br /&gt;
* Fixed a bug where units could press &amp;quot;J&amp;quot; while moving to activate combat readiness even though all of their moves had already been used&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.26.10==&lt;br /&gt;
&lt;br /&gt;
Strategic:&lt;br /&gt;
* Your grade at the end of the month is now a measure of well your campaign is progressing * This change is awesome as it provides some much needed feedbacks for players. An average score is C, and that&#039;s where most campaigns will get at the end of their first month. If you can eventually achieve an A you are doing very well and you will likely pass the campaign if you keep it up. If you get an F, especially after many months, it will likely be very challenging to pass the campaign.&lt;br /&gt;
* Injury/Fatigue modificaiton is no longer reduced on lower difficulties * Makes injury/fatigue less of a non-issue on the easier difficulties as it was allowing for too many alterations in mission density, creating worse gameplay&lt;br /&gt;
* Alien bases offer significantly less resources and set the aliens back in research by 10 (from 15) * Makes them less farmable&lt;br /&gt;
* Researching the technology &#039;Elerium&#039; now requires access to a hyperwave beacon (which is gained from a successful assault of an alien base) * In other words you can&#039;t research elerium until you have successfully assaulted an alien base. Encourages earlier alien base assaults.&lt;br /&gt;
* Minimum resources per month for aliens dropped to 9* month (from 12 * month) * Not needed anymore due to meld changes, and gives the aliens more diversity&lt;br /&gt;
* Failed abductions now give +5 research to the aliens * Makes sense, gives aliens another source (albeit rare and fairly insignificant) of research&lt;br /&gt;
* Alien Research no longer is equal to #_of_days + bonus research (where bonus research starts at -90 and slowly increases) but is instead just a set value that is always between 1.1 and 1.5 per day of the campaign (depending upon how successful the aliens are doing) * This is designed so that it will work with current campaigns. The end result is pretty similar to before except that the player will have more effect over alien tech levels starting at the beginning of the campaign. Note that tech levels are 1:0-49, 2:50-99, 3:100-149, 4:150-199, etc. up to level 15:700+&lt;br /&gt;
* Abductions now hit 2-3 targets but occur less often and have more variable rewards * Makes them harder on your roster, makes the choice of doing which ones under constrained rosters more interesting&lt;br /&gt;
* Abductions now remove 2 panic from the country and 1 from the continent (from just 1 from the country) * makes them more effective at reducing panic&lt;br /&gt;
* Abductions, terror missions, and council missions grant 12 hours to get there (from 8) * Accommodates for the extra mission density of abductions&lt;br /&gt;
Air Game:&lt;br /&gt;
* New aircraft option: &amp;quot;COMBAT PATROL&amp;quot;: This aircraft will be sent over the continent hunting and harassing alien entities. It will cost 350 credits and likely result in aircraft damage, but will raise civilian morale (lower continent panic by 3-12 depending upon RNG, aircraft, and weapon) and hamper alien progress (lower alien research by 3-12 depending upon RNG, aircraft, and weapon) * Gives the player more agency for controlling panic and alien research&lt;br /&gt;
* Bombing mission panic generation lowered by 25% * Panic generation was a little too high, this is a tweak to put it at a more reasonable level and take some focus off the air game&lt;br /&gt;
* Satellite destruction panic generation lowered by 20% * Same as above&lt;br /&gt;
* Fighter and Destroyer health reduced by 20/25% * Makes them easier to deal with while still not generating more missions&lt;br /&gt;
Tactical:&lt;br /&gt;
* Alien Base Assault has ~33% less enemies and the pod sizes are smaller and easier (e.g. The pod of 6 Muton Elites is now a pod of 4 and might just be a pod of 1 mecthoid with 3 drones) * Makes the mission significantly easier as it was a mission that you could not retreat from and was optional. This meant that players delayed a long time and thus delayed plot progression through the game which sometimes led to the player feeling lost: &amp;quot;what am I supposed to be doing again?&amp;quot;&lt;br /&gt;
* Overseer mission has significantly smaller alien pod sizes * makes the mission more doable while still containing deadly pods, gives the impression of an elite UFO mission while not making it as dangerous to do. This lets players attempt and complete the mission earlier.&lt;br /&gt;
* Alien panicking only occurs on Exalt * Felt immersion breaking to have the more hardcore war-bred aliens panic&lt;br /&gt;
* Alien bases get a full additional pod each time you attempt them * Makes farming them difficult&lt;br /&gt;
* Toned down the strength of aliens on extra large landed UFOs * Makes them a little more reasonable to pass&lt;br /&gt;
* Modified alien appearance parameter to be based on set alien tech levels (see #&#039;s below) instead of arbitrary #&#039;s of 28 * All this means is that you can know exactly which aliens you&#039;ll be facing based on the alien tech level&lt;br /&gt;
* Late game aliens will appear later in tech levels (see #&#039;s below, each # represents overall weighting) * makes the late game difficulty spike a less of spike&lt;br /&gt;
* Level 1 Aliens: Sectoids (100), Drones (30), Thinmen (10), Floaters (10)&lt;br /&gt;
* Level 2 Aliens: Floaters (90), Thinmen (90), Mutons (10), Seekers (10)&lt;br /&gt;
* Level 3 Aliens: Mutons (140), Seeker (90), Cyberdisc (10)&lt;br /&gt;
* level 4 Aliens: Cyberdisc (140), Mechtoids (10), Berserkers (10)&lt;br /&gt;
* Level 5 Aliens: Mechtoids (140), Berserkers (140), Sectoid Commanders (10)&lt;br /&gt;
* Level 6 Aliens: Sectoid Commanders (190), Heavy Floaters (10), Muton Elites (10)&lt;br /&gt;
* Level 7 Aliens: Muton Elites (190), Heavy Floaters (190), Sectopods (10)&lt;br /&gt;
* Level 8 Aliens: Sectopods (190), Ethreals (10)&lt;br /&gt;
* Level 9 Aliens: Ethereals (90)&lt;br /&gt;
* Level 10 Aliens: Ethereals (100)&lt;br /&gt;
Perks:&lt;br /&gt;
* Disabler has a 40% chance to jam an opponents weapons (from 35%) * slight buff&lt;br /&gt;
Equipment:&lt;br /&gt;
* Skeleton key is much cheaper * Prevents a resource bottle neck from granting access to the alien base assault&lt;br /&gt;
Aliens:&lt;br /&gt;
* Ethereal health lowered by ~20% * They were a little too tanky given their offensive potential&lt;br /&gt;
* Seekers gain 2 DR when strangling (from 0), cyberdiscs gain 6 DR when closed (from 8) * Seekers are moved to a later game enemy (due to the importance of a counter) and thus needed some more threat and cyberdiscs didn&#039;t need as high DR due to the red fog change&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
* Fixed a LW 1.0 bug where research granted to the aliens from successful research missions was not being modified in DW games (making DW 0.5 games a lot easier)&lt;br /&gt;
* Clarified some ability text&lt;br /&gt;
* Added in more code to prevent the HUD from disappearing during alien panicking&lt;br /&gt;
* Fixed a bug where the council could ask for a proximity mine launcher and considering you can&#039;t produce them it could be... difficult to fulfill. =D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.26.09==&lt;br /&gt;
QoL:&lt;br /&gt;
* Added a lot more strategic/tactical tips during loading screens * Thanks to Young Eldritch for the work on this&lt;br /&gt;
* Added alien strategic info to the end of month report * Increases transparency of game mechanics and adds easier access to game mechanics&lt;br /&gt;
Strategic:&lt;br /&gt;
* UFO Scouting missions will only generate a hunt if they are between 50-100% health [The chance is proportional to their health: 2x(UFOHP% * 50)% chance to generate a hunt] * Makes going all out on a scout that you don&#039;t finish off not such a loss&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
* Again, fixed the bug where aliens panicking would lead to the HUD disappearing&lt;br /&gt;
* Fixed some incorrect descriptions&lt;br /&gt;
* Fixed a bug where air domination was doubling the speed of UFO fire rates as well&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.26.08==&lt;br /&gt;
Strategic:&lt;br /&gt;
* Friendly skies and Elite XCOM aim bonuses to 25 (from 20) * makes the 2nd wave option a little more impactful&lt;br /&gt;
* New 2nd wave option &amp;quot;Air Domination&amp;quot; (replaces Diminishing Returns): Doubles the fire rate of all your aircraft * Gives another method to make the air game stronger for players that wish this. Also, dimishing returns didn&#039;t really work well with Long War Rebalanced&lt;br /&gt;
* Bradford will no longer admonish the player for letting a UFO go * Doesn&#039;t feel so bad when you do it considering most players will be doing it a lot and it will be a good move (you know nothing Bradford!)&lt;br /&gt;
Tactical:&lt;br /&gt;
* Exalt missions are now easier if your difficulty is lower (they start 1/2/3 missions behind in terms of initial squad composition on brutal/classic/normal) * Makes them easier to handle on easier difficulties&lt;br /&gt;
* Exalt Covert Op Extraction missions now have reinforcements enter 1/2/3 turns later on brutal/classic/normal * Makes it easier to handle on easier difficulties&lt;br /&gt;
* Red Fog only degrades flat damage reduction by 1-50% (from 1-100%) * Reduces the effect of red fog on flat damage reduction making flat damage reduction more important/effective&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
* Fixed a bug where reducing interceptor repair time looked like it did something, but actually did nothing * Whoopsies =P&lt;br /&gt;
* Fixed a bug where the HUD would disappear if mulitple aliens panicked at the same time * Thanks to szmind for the code&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.26.07==&lt;br /&gt;
Perks:&lt;br /&gt;
* Collateral damage now deals +50% weapon damage (instead of -50% weapon damage) * Significant Buff&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
* Fixed a bug where everyone was getting awareness and +30 def&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.26.06==&lt;br /&gt;
QoL:&lt;br /&gt;
* The term &amp;quot;base damage&amp;quot; has been replaced with &amp;quot;weapon damage&amp;quot; in all descriptions * Makes it more clear what it refers to, especially for newer players&lt;br /&gt;
Tactical:&lt;br /&gt;
* Panic now lasts 4 turns (from 1), but each turn panicked units have an 80% chance to &amp;quot;Regain Control&amp;quot; * Makes panic more important to remove and avoid (alien trophies, psi inspire, etc.) but also removes the will component from panic turns so that high will units can&#039;t reliably panic for multiple turns (which was too powerful)&lt;br /&gt;
Perks:&lt;br /&gt;
* Fragmentation to 25% chance for double damage (from 20% chance) * Buffed&lt;br /&gt;
* Awareness grants +10 defense at all times which upgrades to +30 defense when steadying or overwatching * Buffed to provide more defense when not steadying/overwatching&lt;br /&gt;
* Absorption Fields grants +20% DR (from +30%) * Nerfed, alleviates some of the pressure to make a Goliath pure tank&lt;br /&gt;
* Penetrator back to +2 pen (from +3) * Was too strong at +3 and not as balanced on the trees&lt;br /&gt;
* Snapshot with a strike rifle has a 55% chance to proc a free action (from +50%) * Slight buff, perk tree balance&lt;br /&gt;
* VPT and CST back to +150% damage (from +140%) * Due to truncation, 40% is too much of a nerf, 50% seems like the sweet spot * balance on the trees&lt;br /&gt;
* Mayhem grants +2 damage to explosives (from +35% weapon damage) * Buff to lower damage explosives used with mayhem (AP grenade, basic rocket launcher)&lt;br /&gt;
Equipment:&lt;br /&gt;
* Kinetic Strike Module damage to 25 (from 20) * Slight buff, especially to the marauder&lt;br /&gt;
XCOM:&lt;br /&gt;
* Reworked MEC perk trees * balance&lt;br /&gt;
* Platform Stability replaced with Bring &#039;Em On for the GSGT Gunner * It felt bad having a perk that could be replaced by an item and this gives a nice offensive boost to the gunner at GSGT&lt;br /&gt;
* SHIV armor to 10 (from 12) and alloy SHIV armor to 18 (from 16) * Nerf to original SHIV, buff to alloy SHIV&lt;br /&gt;
Aliens:&lt;br /&gt;
* Cyberdiscs no longer have Critical System Targeting * Makes it a little easier to field mechanical units (it&#039;s mostly floaters, outsiders, and sectopods)&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
* Fixed a bug where xcom units would sometimes be able to overwatch units that were dropping in without rapid reaction&lt;br /&gt;
* Fixed a bug where the orange AP pips would not update correctly at the beginning of the turn&lt;br /&gt;
* Fixed a bug where the geoscape could be locked on the US and the player couldn&#039;t navigate the geoscape due to an old bug in tracktwo&#039;s campaign summary code (This one was all szmind, he really is incredible at fixing these sorts of bugs)&lt;br /&gt;
* Fixed several description errors * Thanks to Young Eldritch for this&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.26.05==&lt;br /&gt;
Strategic:&lt;br /&gt;
* Air raid panic increase to 12 (from 8) * Even with increased scouts, the hunts are creating significantly less panic than expected, this is intended to help rectify it&lt;br /&gt;
Tactical:&lt;br /&gt;
* Non-Robotic aliens units have a 20% chance to roll for panic when they are hit for more than 30% of their remaining health (20 will test), when a squad mate in vision dies (20 will test), and when their squad leaders in vision die (40 will test) * Makes the game feel more engaging, feels more fair, and most important, feels fun to see the aliens cower before you.&lt;br /&gt;
* First mission has 4/3/2 less sectoids on impossible/brutal/classic but XCOM only starts with 6 soldiers (from 8) * Slight increase in difficulty, makes it less likely to be a full map activation, consistency with what an abduction should be&lt;br /&gt;
Perks:&lt;br /&gt;
* Mind control no longer has a negative to hit of 50 but instead a bonus to hit of 1 * Makes the AI more likely to consider it&#039;s use (for sectoid commanders and ethereals)&lt;br /&gt;
* Mind control cooldown to 4 turns (from 1 turn) * Makes it much less spammable&lt;br /&gt;
Aliens:&lt;br /&gt;
* Cyberdiscs and Mechtoids deal 2 less damage * They were hitting a little too hard&lt;br /&gt;
* Toned down some of the damage bonuses high level leaders got with upgrades&lt;br /&gt;
* Lowered the will of sectiod commanders, ethereals, and uber ethereals by 40 * Helps accommodate for mind control buff, makes overpower not so... overpowering =P&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
* Fixed some incorrect text descriptions&lt;br /&gt;
* Fixed a bug where outsiders could start with 5-9 extra DR on brutal, classic, and normal difficulties&lt;br /&gt;
* Fixed a bug where the bounties for killing high level aliens were being reduced by 90%&lt;br /&gt;
* Increased the radius of danger zone suppression so it should work on all targets diagonally&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.26.04==&lt;br /&gt;
Strategic:&lt;br /&gt;
* Increased the amount of elerium/alloys you can acquire through extra salvage from UFOs * Increases the ability to convert credits into alloys/elerium&lt;br /&gt;
* Interceptors take 20 days to produce * Slows down air expansion, makes planning more important&lt;br /&gt;
* You can now hire an additional repair crew for a damaged aircraft at the cost of 150 credits which cuts repair times in half (cannot go below 1 day) * Helps keep the airfoce afloat&lt;br /&gt;
* Landed UFOs decrease by 10% per month (from 20% per month) * Increase in the ability to acquire resources without using your airforce, helps accommodate for poor resource acquisition from UFOs&lt;br /&gt;
* Reduce resource accumulation of elerium/alloys from UFOs by ~20% * Accommodates for increase from aliens and increased opportunity from landed UFOs&lt;br /&gt;
Tactical:&lt;br /&gt;
* All aliens will now have 50/33/17% reduced stat gains from research and leader levels on normal/classic/brutal * Makes the mid-late game and larger UFOs much more reasonable on the lower difficulties, significant decrease overall in alien strength on lower difficulties&lt;br /&gt;
* High level aliens yield significant bounties when killed (even if killed by explosives) * Makes late game missions still feel valuable and gives players alternative ways to acquire resources during challenging missions, helps accommodate for poor resource acquisition from UFOs&lt;br /&gt;
* Most aliens reward 1 of a single resource specific to their type, even if killed by explosives (e.g. drones give 1 alloy) * Gives more consistent resource accumulation, helps accommodate for poor resource acquisition from UFOs&lt;br /&gt;
* Toned back the time at which high level aliens can first appear by 1 month * Makes it feel less oppressive&lt;br /&gt;
* Hunkering down now reduces the hit chance of psionic attacks by 50%, regardless of whether the unit is in cover or not * Gives an option to help protect soldier against psionic attacks&lt;br /&gt;
* Corrossion reduces rocket range by 50% (instead of increasing scatter by 100%) * consistency with the rest of the ability&lt;br /&gt;
* Corrossion prevents all passive healing (e.g. regeneration effects) * Makes it quite useful against units that heal (outsiders, mecthoids, ethereals, etc.)&lt;br /&gt;
Perks:&lt;br /&gt;
* Mind Fray lasts 1 turn (from 2) * nerf to how punishing it feels, and makes it consistent with other effects (either 1 turn or indefinite)&lt;br /&gt;
* Fragmentation grants a 20% chance for double damage * Tone back through increase on the RNG element, distinction from mayhem&lt;br /&gt;
* Penetrator grants 3 penetration (from 2) * Buff to the perk, balance&lt;br /&gt;
Aliens:&lt;br /&gt;
* Sectoid Commander damage toned down by 2 * They were hitting a little harder than ideal&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
* Fixed a long time LW 1.0 bug where when you ordered/cancelled a new aircraft or soldiers the amount of credits you have didn&#039;t display the change until you left the screen&lt;br /&gt;
* Fixed a bug where the pulse sniper rifle had a mobility penalty and should not have one&lt;br /&gt;
* Shadowstep now correctly grants +1.2 mobility * was bugged at 0.6 mobility&lt;br /&gt;
* Fixed a bug where critical hit display wouldn&#039;t always inform the player it was a critical hit&lt;br /&gt;
* Fixed a bug where the AP pips would not be colored orange at the beginning of the turn (but would be colored after an action or move)&lt;br /&gt;
* Fixed a bug where gene modification wouldn&#039;t allow you to select gene mods despite having the available resources&lt;br /&gt;
* Fixed a bug where In The Zone would sometimes not trigger if used as the first action of the turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.26.03==&lt;br /&gt;
Strategic:&lt;br /&gt;
* Bombing run panic generation to 8 (from 7) * Slight increase in panic&lt;br /&gt;
* Renamed multiple weapons to not be so hard to identify (e.g. Blaster Rifle --&amp;gt; Pulse Strike Rifle) * Makes it easier for players to understand the many various weapons more clearly&lt;br /&gt;
* XCom gains 20% more resources (meld, elerium, artifacts, etc.) per month from missions (from 10% per month) * Accommodates for reduced late game missions&lt;br /&gt;
* Winning an Exalt Base raid grants 400 meld (from 150) * Buff to encourage doing the base instead of farm it&lt;br /&gt;
* Armored fighters grants +15% HP (from a flat +500 hp) * Nerf to interceptors, buff to firestorms&lt;br /&gt;
* Successful scouting missions no longer have a 50% chance to randomly fail to generate a hunt * Means a hunt is more likely following scouts (it was bugged previously reducing hunts more than intended and I can&#039;t really control it so I scrapped the code)&lt;br /&gt;
* Destroyer health to 2000 (from 3000) * Makes them much easier to down and/or prevent on their missions&lt;br /&gt;
* Air weapon credit costs increased significantly * Makes the credit cost for adequately covering more continents more challenging&lt;br /&gt;
* Alloy, elerium, meld, and weapon fragment council requests grant more reward for fulfilling * Slight boost due to the importance of these items&lt;br /&gt;
* UFO Plasma I air weapon aim to 40 (from 35) * Slight decrease in effectiveness of LEAD stance and a little less mission generation&lt;br /&gt;
* Jellied Elerium increased rocket and grenade damage by 1 (from just rockets) * Boost to mid-game grenades&lt;br /&gt;
* Enhanced Plasma renamed to Condensed Plasma and grants rockets and grenades +2 damage (from 0) * Boost to late-game rockets and grenades&lt;br /&gt;
* MEC2 technology requires mobile power armor * Pushes MEC2 production slightly later&lt;br /&gt;
Tactical:&lt;br /&gt;
* Soldiers on the first mission will always equip assault rifles and tac armors * More consistency in loadouts&lt;br /&gt;
* AP pips will now color orange when an enemy has reaction fire on you that you can&#039;t see (e.g. they are out of sight and have squadsight or are concealed) * Your units &#039;sense&#039; it, while it&#039;s unrealistic, the alternative (eating overwatch shots out of nowhere and losing soldiers) was worse&lt;br /&gt;
* Covert Op missions start with 2 pods at half the size (from 1 pod that was double the size) * Makes it a little more likely you will run into someone (e.g. instead of 1 pod of 3 exalt, you&#039;ll fight a pod of 2 exalt and a pod of 1 exalt)&lt;br /&gt;
Perks:&lt;br /&gt;
* Mechanic and Master Mechanic grant +1 penetration against mechanical units instead of +1 damage and the Repair ability they grant repairs for 4 HP (from 3 HP) * Buffed&lt;br /&gt;
* Extra Conditioning reduces fatigue times by 40% (from both fatigue and injury times by 20%) * Buffed and more focused&lt;br /&gt;
* Fragmentation has a 40% chance to deal +40% damage (from 50% chance for +50% damage) * Toned back&lt;br /&gt;
* First Aid grants 1 medikit and 1 extra of each equipped medikit (reversion) * Increases overall XCOM healing, buff to support scout/rocketeeer, decreases reliance on medics&lt;br /&gt;
* Run and Gun cooldown back to 2 turns (from 1) but grants immunity to reaction fire * buffed, makes it easier to get run and gun off&lt;br /&gt;
* Shadowstep back to +1.2 mobility * Balance&lt;br /&gt;
* In The Zone back to +20 aim/crit on subsequent shots (from +10 aim/crit) * Buffed, balance&lt;br /&gt;
* Combat Drugs grants +10 will (from +15) * Toned back a little more&lt;br /&gt;
* Commanding Officer gains 1 command at the first rank and 1 command at ranks 3 and 5 (from 1 command at each rank) * Tone back on # of commands available&lt;br /&gt;
* Damage Control toned back to 15% DR per shot (from 20% DR per shot) * Toned back a little&lt;br /&gt;
* One For All DR to 40% (from 50%) * Toned back a little&lt;br /&gt;
* Snapshot has a 50% chance to trigger a 0 AP action (from 60%) * Tone back&lt;br /&gt;
* Hit and Run now prevents weapons or equipment use in subsequent actions (from non-shooting and non-overwatching actions) * Nerf to multiaction capability of Hit and Run builds, especially on the Shogun (distinguishes it from the Maruader)&lt;br /&gt;
* Greater Mind merge grants 100 crit (from 25 crit) * Makes it&#039;s use (and thus sectoid commanders) a lot more effective&lt;br /&gt;
Equipment:&lt;br /&gt;
* Neuroregulator will bonus to +10 (from +20) * Toned back&lt;br /&gt;
* AP Grenade range increased to 12.5 (from 10) * Buffed, grants more reach&lt;br /&gt;
* Regenerator Vest hp to 2 and DR to 0 * Nerfed&lt;br /&gt;
* Vortex armor reduces fatigue by 50% (from eliminating it) and will to +10 (from +20) * It was overkill and LWR doesn&#039;t have the problem of trying to get the volunteer up to level like LW 1.0 did&lt;br /&gt;
* Aurora armor HP to 6 (from 8) and will to +5 (from +10) * Nerfed, was replacing too many armors&lt;br /&gt;
* Ammo module is again equippable by both SHIVs and MECs (from just SHIVs) * Buff to Jaeger ITZ and overall MEC ammo capacities&lt;br /&gt;
XCOM:&lt;br /&gt;
* Multiple perk tree alterations * See perk tree image&lt;br /&gt;
* Cost of SHIVs increased across the board * Makes them less &#039;expendable&#039;&lt;br /&gt;
Aliens:&lt;br /&gt;
* Introduced some more code to encourage the aliens to not always target the lowest hp or lowest def unit all the time * Makes them a little less predictable&lt;br /&gt;
* Sectoid Commanders reworked (they got their pistol back! -* AND it hits like a Plasma Cannon!) * Their AI was too hard to stop from being foolish so often and I couldn&#039;t fix it so I worked on them a lot. In the end they are now smarter, deadlier, and they gained some reasonable AI. After a lot of testing, I think should be much more scary enemies worthy of their title.&lt;br /&gt;
* Chryssalid DR to 1 (from 0.5) * Slight buff&lt;br /&gt;
* Muton health to 12 (from 14) but DR to 1 (from 0) [research gains affected as well] * Some HP swapped to DR, increases effetiveness of corrossion/penetration&lt;br /&gt;
* Muton Berserker health to 16 (from 20) but DR to 1 (from 0) [research gains affected as well] * Some HP swapped to DR, increases effetiveness of corrossion/penetration&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
* Fixed a bug where neural feedback was doing more damage than described/intended&lt;br /&gt;
* Fixed a bug where packmaster sometimes wasn&#039;t granting an additional medikit charge for equipped medikits&lt;br /&gt;
* Fixed a bug where reaction shots at someone who was taking an action would sometimes cause that person to &#039;stall-out&#039; and not execute the action * Thanks so much to all the time szmind put into fixing this (This might even help the LW 1.0 suppression stall out bug)&lt;br /&gt;
* Fixed a bug where the Medic wasn&#039;t getting sprinter at MSGT&lt;br /&gt;
* Fixed some incorrect text descriptions&lt;br /&gt;
* Fixed a bug where picking combat drugs would freeze the game&lt;br /&gt;
* Fixed a bug where drop-ins and reinforcements would go on OW but wouldn&#039;t have it trigger against xcom&#039;s units&lt;br /&gt;
* Fixed a bug where overpower wasn&#039;t working at squadsight&lt;br /&gt;
* Fixed a bug where deflection shield would remain active on dead units which would clutter the field&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.26.02==&lt;br /&gt;
Strategic:&lt;br /&gt;
* Advanced Servomotors requires Mechtoid Cores (from Sectopod Wrecks) * Makes more sense and grants the tech earlier&lt;br /&gt;
* Confounding Light/Gangplank start even another month later now * Really pushes it into the late game to make it easier&lt;br /&gt;
* Panic increases by 10% per month (from 5% per month) * Slight increase in world panic spread&lt;br /&gt;
* Bombing runs increase panic by 7 (from 6) * Slight increase in world panic spread&lt;br /&gt;
* Plasma I UFO weapons to 35 aim (from 30) * Slight nerf to strength of air game, reduced shot down UFOs and air game control, makes it so it&#039;s not as mandatory to go lead to guarantee downing a UFO&lt;br /&gt;
Tactical:&lt;br /&gt;
* All thrown objects and rockets now give a confirmation dialogue before firing * Makes it so you never have to worry about misclicking on them now, thanks to forefal for the suggestion because it&#039;s awesome and really makes pixel hunting a lot more bearable&lt;br /&gt;
* The first mission has 2 more sectoids on all difficulties * The outsiders were surprisingly not as difficult as expected&lt;br /&gt;
Perks:&lt;br /&gt;
* Close Combat Specialist only triggers on your opponent&#039;s turn * There was a bug that makes it flakey on your turn and the pingpong with beserkers was borderline gamey and borderline abusive.&lt;br /&gt;
* One For All DR back to 50% (from 30%) * With the plethora of CST and high damage weapons, this re-increase is reasonable granting MECs a significant (and much needed) tanking capability increase&lt;br /&gt;
* Combat Drugs grants +15 will (from +20 will) * Slight tone back&lt;br /&gt;
* Squadsight reduces aim/crit by 4 per tile (from 3 per tile) * Slight nerf, the unlimited squadsight can be quite useful&lt;br /&gt;
* Sapper grants 5x environmental damage (from 3x) * Makes it a lot more likely to destroy whatever is in it&#039;s path&lt;br /&gt;
Equipment:&lt;br /&gt;
* Psi Accelerator renamed to Psi Frayer, and Psi Screen renamed to Psi Retaliator * More obvious and intuitive what abilities they grant&lt;br /&gt;
* Psi Retaliator/Psi Frayer grants +0.5/0.5 DR, +10/15, and weight to 0/0.6 * Makes them more universal in who would want to equip them&lt;br /&gt;
* Elerium Emitter back to 1.5 DR (from 1) * Slight boost to psi tanking&lt;br /&gt;
* LMG ammo to 5 (from 7) * It&#039;s excellent at suppression, and the decreased ammo consumption has made ammo concerns too minimal of a problem. As well, the -10 aim negative isn&#039;t so significant on a class that only wants to suppress as the suppression shot isn&#039;t as damaging&lt;br /&gt;
* Combat stims lasts 4 turns (from 2) * Buffed, this means it heals 8 hp instead of 4&lt;br /&gt;
* Chameleon vest to +5 def (from 0), weight to 0 (from 0.6), and grants Awareness, but no longer ignores reaction fire * alteration to bring awareness to soldier classes and remove the easy capability of bypassing enemy OW on any soldier&lt;br /&gt;
* Sniper Rifle mobility to -1 (from 0) * Accommodate for it&#039;s increased stats, more reasonable weight&lt;br /&gt;
XCom:&lt;br /&gt;
* Lock N&#039; Load on Rocketeer replaced with Holo Rounds * Grants the support and shooter rocketeers more options&lt;br /&gt;
* Sapper on Infantry replaced with Packmaster * Give the grenadier build a stronger final option&lt;br /&gt;
* Shadowstep on Medic replaced with Sprinter * Gives more of a stat bonus to make it more competitive vs tenacious defense&lt;br /&gt;
Aliens:&lt;br /&gt;
* Rapid Reaction swapped to Sentinel + Opportunist on all aliens except for floater leaders and heavy floaters * It was too punishing to XCOM&lt;br /&gt;
* Ready For Anything removed from all aliens except for a few high level leaders * It was REALLY powerful, too powerful to have on so many aliens&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
* Fixed a bug where reaction shots at squadsight ranges were still occuring at old caps and were not unlimited&lt;br /&gt;
* Reconnaissance popups will stay on the scout so you can read the clues * prevents not seeing the audio clue&lt;br /&gt;
* Removed some code that was teleporting units, and turned off some background logs (e.g. &amp;quot;...zzz&amp;quot;)&lt;br /&gt;
* Fixed a bug where packmaster was still granting a smoke grenade * You might have to reset perks to make it go away&lt;br /&gt;
* Fixed a bug where squadsight could grant bonus aim/crit chances&lt;br /&gt;
* Fixed a bug where abilities that relied on the number of enemies in sight were sometimes acting inappropriately (e.g. ITZ not triggering)&lt;br /&gt;
* Fixed a bug where multiple reaction shots could reset the targets that were overwatchable for both XCOM and Aliens&lt;br /&gt;
* Fixed some issues with orange pips not updating correctly from dead aliens&lt;br /&gt;
* Fixed a bug where the interaction with One For All and smoke was not working correctly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.26.01==&lt;br /&gt;
Strategy:&lt;br /&gt;
* Gangplank and Confounding light occur 1 month later * Makes them a little easier&lt;br /&gt;
Equipment:&lt;br /&gt;
* Proximity Mine Launcher can no longer be built * Was too much of a trap for newer players and veterans knew better anyway&lt;br /&gt;
* Combat stims now grant Stimmed [+2 regeneration, +1.2 mobility, +10 aim, +15 will, immunity to critical hits, and 20% DR] for 2 turns * Buffed, generalization: useful for more units. There is no -40 will protection against psi panic, the crit immunity does not require cover, and it gains 2 regen over 2 turns (so +4 HP total)&lt;br /&gt;
* Psi Screen grants +10 def (from +5) * Buffed, makes it obviously not suitable for units that want to taunt (i.e. tanks)&lt;br /&gt;
* Elerium Emitter DR to 1 (from 1.5) * Slight nerf&lt;br /&gt;
* Psi Accelerator DR to 0.5 (from 0) but will to +10 (from +20) * Tone back on will, makes it good for tanks&lt;br /&gt;
* Leather Jacket mobility to -2.5 (from -1.2) * That hacking equipment is HEAVY! =P Slows down the operative more on exalt missions, makes protecting him more important&lt;br /&gt;
Perks:&lt;br /&gt;
* Damage Control reworked: Now it grants 20% DR per shot received (from 30% after 1 shot) * Like everything, this stack multiplicatively. So 1st shot = 100%, 2nd shot = 80%, 3rd shot = 64%, 4th shot = 51%, 5th shot = 41%, etc. Helps minimize the effect of gamey things like trying to get a drone to hit you first and makes it so any unit with damage control that takes a lot of punishment gets a LOT tankier.&lt;br /&gt;
* Smoke and Mirrors no longer grants +1 smoke (note: you&#039;ll have to reset your perks to get rid of the extra smoke) * Makes smoke a little less common and the item more reasonable to equip&lt;br /&gt;
* Dense smoke no longer increases the aim malus of smoke (so now dense smoke is 50 def and -15 aim, affects psionic hit chances too, and no damage from explosions) * Buffed&lt;br /&gt;
* Snapshot now works on standard/precision/disabling shots (from just standard shots) * Buffed&lt;br /&gt;
* Transform (Cyberdisc&#039;s Closed Ability) grants 8 DR (from 4) * It was quite weak at 4 because it was often hit while open, lowering it&#039;s life by half, thus lowering the closed DR from 4 to 2; now it will go from 8 to 4 and still have a reasonable amount of DR even after injured, when closed&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
* Fixed some inaccurate/misleading item/ability/tooltip descriptions&lt;br /&gt;
* Fixed a bug where stingrays were doing incorrect damage (they now properly deal 900 damage over 10s)&lt;br /&gt;
* Fixed some issues where deflection shield appeared as covering fire in the F1 panel&lt;br /&gt;
* Fixed a bug where overwatch was not always working correctly (not triggering after loading a save game)&lt;br /&gt;
* Fixed a bug where the orange AP color was not going away immediately when an enemy on OW died&lt;br /&gt;
* Fixed a bug where packmaster would, in certain situations, still grant a free smoke grenade&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==LW Rebalance v1.26.00==&lt;br /&gt;
Strategic:&lt;br /&gt;
* Workshops now also reduce build times by 20% each (stack multiplicatively) * Makes late game item building much faster, less waiting around&lt;br /&gt;
* Number of UFO missions (abduction, terror, scout, research) is reduced by 20% per month (from 15% per month) * Reduction of # of late game missions&lt;br /&gt;
* Chance to destroy (instead of shoot down) a UFO increased be ~2x * Reduces mission generation and makes high yield weapons less desirable, re-adding the dynamic back to the air game&lt;br /&gt;
* Alien resources and research gained for successful UFO missions increased to 20% (from 15%) * Accommodates reduced missions&lt;br /&gt;
* XCOM resources from all missions increased by 20% per month (from 10%) * Accommodates reduced missions and reduced shot down UFOs&lt;br /&gt;
* Abduction reward bounties increased by 20% per month * Makes abductions more beneficial in the late game&lt;br /&gt;
* Increased alloy gains by ~10% on all difficulties * Increased to help reduce early game alloy shortages&lt;br /&gt;
* Unchecked scouts have a 50% chance of triggering a hunt mission (from 35%) * Makes dealing with the scouts more important&lt;br /&gt;
* Advanced repair reduces repair times by 25% (from 33%) * Toned back&lt;br /&gt;
* Laser Cannon aim to 45 (from 40) * Slight boost, it was a little too weak at 40&lt;br /&gt;
* Fusion weapon research time reduced by over half * It was really long for something in the late game that meant you sometimes didn&#039;t get it in time to actually use it&lt;br /&gt;
Tactical:&lt;br /&gt;
* Alien appearances do not occur just on a set month, they now have a gradual introduction and increase in frequency: this means you can fight harder alien types earlier but they will be much less frequent * Gives earlier access to some corpses, prevents avoiding preparation based on the month, makes the composition of missions a lot more unknown (as an example, there is a rare chance to fight cyberdiscs in May and Mechtoids in June)&lt;br /&gt;
* Explosives deal 50% damage at their periphery (from 35%) * It still felt bad doing 1/3rd damage when you actually hit someone, this makes it so that if you at least hit someone the explosive will feel good&lt;br /&gt;
* Alien soldier research/technology upgrades (at ~1.5 months, 3 months, 6 months, etc.) are more significant * Makes later game aliens more challenging&lt;br /&gt;
* Officers grant 10%xp/rank (from 15%) * Tone back on how fast soldiers level up&lt;br /&gt;
* Jellied Elerium grants +1 damage to rockets (from +2) * Tone down on late game rocketeer&lt;br /&gt;
* The &amp;quot;Close Range&amp;quot; proximity bonus that negates cover is renamed to &amp;quot;Point Blank&amp;quot; * Makes more sense, distinguishes itself from close range weapon bonuses&lt;br /&gt;
Perks:&lt;br /&gt;
* Squadsight now grants infinite range to sniper rifles, strike rifles, and MEC weapons, but caries a penalty of -3 aim/crit per tile further than normal range (18.75 tiles) * Allows squadsight at any range but has a penalty the further away you are&lt;br /&gt;
* Distortion (on sectoid commanders and ethereals) no longer grants additional defense per tile away but instead reduces aim to 0 on squadsight shots * Makes them a lot easier to deal with under 18.75 tiles and helps prevent late game squadsight units from being as dominating&lt;br /&gt;
* Deflection shield defense per tile away increased to 5/tile (from 3/tile) and reduces both aim and crit * It was too ineffective at 3 with granting large crits, this still lets OW be an effective strategy against it&lt;br /&gt;
* Neural Feedback deals 5% of the user&#039;s will in damage (from 10% of the user&#039;s will in damage) * Too much damage otherwise. It&#039;s technically a free aciton and with the higher will of enemies, mind fray is already less competitive&lt;br /&gt;
* Brawler loses it&#039;s +1 damage against targets within 4 tiles * Balance, it was too strong, especially with CCS on both trees&lt;br /&gt;
* Concealment restricted to high cover only * The gameplay becomes more interesting this way and helps prevent too many &#039;setup&#039; situations&lt;br /&gt;
* Mayhem grants both sniper and strike rifles +100% base damage (from 100% on sniper and 70% on strike) * Buffed on strike rifles&lt;br /&gt;
* Depth Perception to +20 crit (from +20 aim/crit) * Was too strong on flying units&lt;br /&gt;
* Combat Drugs grants +20 will (from 10 aim, 20 crit and 30 will) and no longer heals 1 hp at the start of unit&#039;s turns, but instead heals half the damage received by units under its effects (purely mechanical units immune) * Role changed&lt;br /&gt;
* Master mechanic additional repair charges to 3 (from 5) * Toned back&lt;br /&gt;
* Psi Mastery now increases mind fray damage by 50% as well and lets all psi abilities only cost 1 AP (from a select few) * Buffed&lt;br /&gt;
* Danger Zone grants +30% increased explosive radius (from 33%) * More simple calculations, very slight tone back&lt;br /&gt;
* Bullseye to +20 aim (from 25) * Balance&lt;br /&gt;
* Death from afar to +10 aim (from 15) * Balance&lt;br /&gt;
* Executioner to +1 damage (from 2) * Balance&lt;br /&gt;
* Disabler grants a 35% chance to jam enemy weapons (from 30%) * Balance&lt;br /&gt;
* Vital Point Targeting and Critical System Targeting to 1.4x damage (from 1.5) * They were a little too heavy at 1.5&lt;br /&gt;
* Packmaster no longer grants a free smoke grenade and medikit but instead grants +2 ammo * Fills the &#039;ammo mule&#039; role. Nerfed on support capability, boosted as an alternative pick for other builds. It originally granted those extra items because support abilities weren&#039;t as strong. However, with smoke and concussion grenades being stronger, this buff pushed it to be too strong of a perk. It was also (ironically) making the smoke grenade and medikit small items less competitive for a slot. This might see more play on non-grenadier/support classes due to the ammo now.&lt;br /&gt;
* Growth (Outsider Perk) has been toned down significantly for all difficulties below impossible * So players don&#039;t feel like they need to rush as much&lt;br /&gt;
* Shadowstep grants +0.6 mobility * Balance, encourage more choice on the trees where it occurs&lt;br /&gt;
* Double Tap now grants +15 aim if you haven&#039;t moved to all weapons (from +10 for normal weapons and +20 for sniper rifles) * Consistency of perk&lt;br /&gt;
* In The Zone grants +10 aim and crit on subsequent shots (from +20) * Nerfed, balance&lt;br /&gt;
* Precision shot no longer allows a shot at infinite range (as they can all fire at infinite range now) but instead removes the squadsight penalties * Accommodation for new squadsight rules&lt;br /&gt;
Equipment:&lt;br /&gt;
* Sniper Rifle damage to 150% (from 125%), has 2 pen (from 1), and reduces the squadsight range penalty to -1 aim and crit per tile instead of -3 aim and crit per tile * Buffed to accommodate nerfed sniper perks and nerfed squadsight&lt;br /&gt;
* Javelin rockets have 80% reduced scatter (from 50%) and a 20% radius (from 33%) * They are a smaller aoe but are much more likely to hit&lt;br /&gt;
* MEC1 gains another hp and another mobility * It is a bit of an awkward hybrid, so this makes it more competitive and more reasonable to rush/build (due to cheap cost as well)&lt;br /&gt;
* All HMECs gain a 2ndary weapon slot * Buff to HMECs, constistency amoung MEC tiers&lt;br /&gt;
* UHMEC3 gains 2HP, ULMEC3 gains 0.6 mobility * Buff to the Ultra MEC3s&lt;br /&gt;
* Leather jacket hp to 2 (from 1), defense to 5 (from 10), mobilty to -1.2 (from 0) * it now contains heavy hacking equipment essential for interfacing with exalt databases, the def and hp change was just for consistency with other light armors, the mobility reduction was to make it even harder to chain relays&lt;br /&gt;
* Combat stims grant +2.5 mobility (from 1.8) and 25% DR (from 20%) * Slight buffs&lt;br /&gt;
* Breaching Ammo, Shredder Ammo, Armor Piercing Ammo, Flak Ammo, and Reaper Ammo weight to 0 (from 0.6) * Buffed, balance, consistency with other items like scopes and alloy-jacketed rounds&lt;br /&gt;
* Extra rocket and Javelin rocket grant 2 of each rocket * More ammo for rocketeers, prevents them from running out as fast and feeling ineffective aftewards&lt;br /&gt;
* Shock and Awe also grants +1 charges to any extra rockets equipped * More ammo for rocketeers&lt;br /&gt;
* Rocket Launcher / Recoilless Rifle / Blaster Launcher damage to 4/6/8 (from 5/8/12) * Pull back on single turn damage of rocketeers, consistency at 100% of base damage for the tier&lt;br /&gt;
* All rocket radius&#039; increased by 0.5 tiles * Slight increase to rockets, distinction from grenades&lt;br /&gt;
* All destructive grenade radius&#039; decreased by 0.5 tiles * Tone back on grenades&lt;br /&gt;
XCom:&lt;br /&gt;
* Vital Point Targeting on the Shogun replaced with Penetrator * VPT was too strong, pushes the Shogun into more of the anti-mechanical role if it wants to deal damage&lt;br /&gt;
* Shogun loses it&#039;s base +0.6 mobility * Balance&lt;br /&gt;
Aliens:&lt;br /&gt;
* Uber Ethereal health to 60 (from 40) * The end boss should be more resilient&lt;br /&gt;
* Multiple alien leaders pick up Ready For Anything * Got it working on aliens&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
* Fixed a bug where late game enemies were getting reduced likelihoods to show up in late game missions causing some campaigns to be filled with early to mid game enemies in the late game&lt;br /&gt;
* Fixed a bug where on DW games the # of some missions in the late game were being increased instead of decreased * Made some campaigns get too many resources/xp in the end game&lt;br /&gt;
* Fixed a bug where some aliens could wander into weird locations (like outside of the map boundaries) * Thanks to szmind for this&lt;br /&gt;
* Fixed a bug where the repositioning of stepped out units could sometimes occur twice, pulling the unit away from their original spot or occur when grappling * Again, thanks entirely to szmind for this&lt;br /&gt;
* Fixed some incorrect descriptions&lt;br /&gt;
* Clarified some descriptions on abilities&lt;br /&gt;
* Fixed a bug where drop-ins were not triggering proper overwatch * This had to do with my optimization code not correctly setting the Overwatch lists of aliens on drop-in&lt;br /&gt;
* Fixed a bug where it looked like chryssalids had overpower * They don&#039;t&lt;br /&gt;
* Fixed a bug where psychokinetic strike was showing up as costing 2 AP (even when it only costed 1 with psi mastery)&lt;br /&gt;
* Fixed a longtime bug where platform stability wouldn&#039;t show up in the crit summary F1 panel sometimes (Just tried a workaround that tests if the bug occurs and then attempts to fix and it worked) =D&lt;br /&gt;
&lt;br /&gt;
= Full Change Log including versions 1.25 and earlier =&lt;br /&gt;
&lt;br /&gt;
https://www.nexusmods.com/xcom/mods/686?tab=logs&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(Long_War)&amp;diff=72630</id>
		<title>Info (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(Long_War)&amp;diff=72630"/>
		<updated>2016-08-24T22:53:14Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Long War Features==&lt;br /&gt;
Long War features over 700 distinct changes in gameplay from vanilla XCOM. Here is a list of what you can expect:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alien Life Forms (Long War)|Aliens]]:&#039;&#039;&#039;&lt;br /&gt;
* Aliens have a larger toolkit in general and are gradually upgraded over time. Aliens can gain many perks.  &lt;br /&gt;
* Abductions don&#039;t happen simultaneously - you can answer them all. However, you only get credits, not personnel.&lt;br /&gt;
* The aliens [[Alien Missions (Long War)|run their own base game]], similar to the humans. In addition to abductions and terror missions, they scout and hunt satellites, research, gather resources, bomb cities to increase panic, and launch base assaults of their own when they consider XCOM a threat.&lt;br /&gt;
* More [[UFOs (Long War)|UFO]] types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Soldiers (Long War)|Soldiers]]:&#039;&#039;&#039; &lt;br /&gt;
* Squad size begins at six and increases to eight, with 2-4 individual soldiers on major missions using the appropriate Foundry Upgrade.&lt;br /&gt;
* Soldiers suffer from Fatigue. After finishing a mission they must rest for several days. You can deploy a fatigued soldier if you must, but then they&#039;ll receive a fatigue injury, and need a longer rest session that can&#039;t be skipped.&lt;br /&gt;
* The promotion system has a different naming scheme. Soldiers have eight classes, with three perks selectable per level at each tier.&lt;br /&gt;
* [[MEC Trooper (Long War)|MEC Troopers]] also have eight classes, seven armor suits in three tiers, and equippable primary, secondary weapons and items.&lt;br /&gt;
* [[S.H.I.V. (Long War)|SHIVs]] are available from start, on the other hand MECs come into play much later.&lt;br /&gt;
* New stat for soldiers/aliens: Damage Reduction (DR).&lt;br /&gt;
* Randomized stats are enabled by default.&lt;br /&gt;
* In place of the medal system, Long War features promotable [[Officers (Long War)|Officers]] with unique squad perks. These officers share will with nearby soldiers.&lt;br /&gt;
* All non-officer, non-MEC soldiers can become [[Psionic (Long War)|Psionic]]. The Psionic tree has been expanded, and Rift can be learned on top level Psionics who have mind controlled an Ethereal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Equipment (Long War)|Inventory]]/[[Weapons (Long War)|Weaponry]]:&#039;&#039;&#039; &lt;br /&gt;
* All soldiers start with two inventory slots and a plethora of free items.  &lt;br /&gt;
* Gun types now include a high mobility, low damage SMG, a high accuracy, low damage Carbine, and a low accuracy, low mobility, high damage Battle Rifle. Shotguns are equippable by multiple classes.&lt;br /&gt;
* Pistols are inaccurate at range, and have limited ammo. Secondary weapon types now include Machine Pistols and a one tile range Sawed-off Shotgun.&lt;br /&gt;
* There is an extensive amount of new items for SHIVs, MECs, and Soldiers to manufacture and equip.&lt;br /&gt;
* Equipment that is purchased has a 50% chance to be lost on soldier death.&lt;br /&gt;
* Equipment may become damaged and require repair at the [[Repair Bay (Long War)| Repair Bay]] as a result of a soldier taking non-armor damage or dying.&lt;br /&gt;
* Alien weapons obtained through stunning enemies with the Arc Thrower cannot be used directly, but are consumed to manufacture XCOM plasma weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Research (Long War)|Research]]/[[Foundry (Long War)|Foundry]]:&#039;&#039;&#039;&lt;br /&gt;
* The research tree has been overhauled.  &lt;br /&gt;
* Autopsies are required before interrogations and need multiple corpses. Some autopsies require relevant research.&lt;br /&gt;
* Psionics can be researched before capturing a Sectoid Commander.&lt;br /&gt;
* New research category: UFO analysis.&lt;br /&gt;
* The Foundry has been massively expanded, with many expensive projects and useful upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Facilities (Long War)|Construction]]:&#039;&#039;&#039;&lt;br /&gt;
* Almost all facilities have their cost, maintenance, power requirements, adjacency bonuses, etc. changed.&lt;br /&gt;
* [[Satellite Uplink (Long War)|Satellite Uplinks]] provide 1 Satellite, [[Satellite Nexus (Long War)|Satellite Nexuses]] provide 2. Uplinks are capped by engineers. &lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] and [[Workshop (Long War)|Workshops]] do not grant personnel.  &lt;br /&gt;
* Workshops only affect item prices, and provide diminishing returns up to a cap of 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Situation Room (Long War)|Situation Room]]:&#039;&#039;&#039;&lt;br /&gt;
* The game is only lost when ALL Council Nations leave the project.&lt;br /&gt;
* You can select every [[The Council (Long War)|Council Nation]] as starting, and choose among many different bonuses. All Council Nations who have not left the Council contribute credits to XCOM (they contribute more with a satellite). Satellite coverage also provides nation-specific bonus. Continent bonuses are overhauled, and you do not gain any continent bonus at start.&lt;br /&gt;
* Successful Base Assaults will return a Council Nation to XCOM.&lt;br /&gt;
* The aliens will set up a base in a Council Nation early in the first month. This nation will leave the project immediately.&lt;br /&gt;
* Nations not in XCOM become alien strongholds and provide them with resources. The aliens will often focus on particular continents.&lt;br /&gt;
* Fulfilling nation&#039;s requests for materials and resources will provide personnel and improve their ability to resist the aliens&#039; influence on their own - they maintain a resistance level. &lt;br /&gt;
* Losing the Base Defense no longer ends the game, however, you can expect substantial resource/personnel loss.&lt;br /&gt;
* [[Covert Operations (Long War)|EXALT]] is tougher to pinpoint and will remain around for much longer. EXALT hacks can reduce your funds below 0.&lt;br /&gt;
* The Base Assault can be done with 2 additional soldiers given the proper Foundry upgrade (max 10). The Temple Ship Assault can be done with 4 additional soldiers using the same upgrade (max 12).&lt;br /&gt;
* You can sell meld and manufactured equipment on the [[Gray Market (Long War)|Gray Market]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tactics (Long War)|Tactical Combat]]:&#039;&#039;&#039;&lt;br /&gt;
* Many maps that were specific to terror or council missions are used in abduction site missions. A small tagline will indicate what type of map you will be flying to.&lt;br /&gt;
* All aliens except Outsiders make noises when they move.&lt;br /&gt;
* Most pods contain a squad leader, a slightly tougher alien with a higher chance of having unique perks, or a squad navigator, featuring perks appropriate for the role.&lt;br /&gt;
* In the later game, some pods contain boss aliens, which are larger and deadlier than their counterparts.&lt;br /&gt;
* Panic no longer causes soldiers to shoot each other.&lt;br /&gt;
* You can see percentages of alien shots and overwatch fire.&lt;br /&gt;
* Most weapons can be steadied for bonus aim in the next round.&lt;br /&gt;
* Explosives deal random damage.&lt;br /&gt;
* Arc Thrower is much less accurate.&lt;br /&gt;
* Rockets are much less accurate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Air Combat (Long War)|Air Combat]]:&#039;&#039;&#039;&lt;br /&gt;
* Air battles are generally harder. Even the weakest UFO can defeat your basic aircraft.&lt;br /&gt;
* Three battle stances for interceptors: aggressive, balanced, defensive.&lt;br /&gt;
* Pilots gain experience.&lt;br /&gt;
* Maximum six interceptors per continent (up from four).&lt;br /&gt;
&lt;br /&gt;
==Current Version==&lt;br /&gt;
Long War EW 1.0. [http://www.nexusmods.com/xcom/mods/88/?tab=2&amp;amp;navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fmodfiles%2F%3Fid%3D88&amp;amp;pUp=1 Download]&lt;br /&gt;
&lt;br /&gt;
==Change Log==&lt;br /&gt;
Full [[Change Log (Long War)| Change Log]] is here on the wiki.&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
* Chief Designer and Programmer: JohnnyLump &lt;br /&gt;
* Chief Programmer and Designer: Amineri&lt;br /&gt;
* Chief UI Programmer and Artist: XMarksTheSpot&lt;br /&gt;
* Programmer and Chief Quality Assurance Specialist: Ellatan&lt;br /&gt;
* Senior Contributing Programmer: WGhost81&lt;br /&gt;
* Senior Contributing Sound Editor and Programmer: TrackTwo&lt;br /&gt;
* Senior Contributing Artist: JCLewis&lt;br /&gt;
* Contributing Artists: Ebolii, Obstbanane, Zyxpsilon, lfish, Kordolius, IvanDogovich,  Neonin, AlexGlitch&lt;br /&gt;
* Contributing Programmers: Liquid911, SpazmoJones/Eclipse666, Oakeman, Orost, Part Time Commie, Uberjumper, Drakous79, Peasly Wellbott, Bertilsson, Bokauk, BlackAlpha, Guicomir, MuckBeth, Oddball_E8&lt;br /&gt;
* MapMaster: Liquid911&lt;br /&gt;
* Contributing Sound Engineer: Matt Lees&lt;br /&gt;
* Translators: Noganeto1 (Spanish), Aldo32 (Spanish), Kordolius (French), Ciome (Italian), Szmind (Polish)&lt;br /&gt;
* Cultural Researcher: Uzifeline&lt;br /&gt;
* Linux Port: Shivoc, Falex007, WGhost81&lt;br /&gt;
* Mac OS/X Port: Thither, Anderkent&lt;br /&gt;
* Thanks to: Kevin Schultz, Dan Price, Roland Rizzo at Firaxis Games for some expert assistance&lt;br /&gt;
* Additonal thanks to: DubiousIntent (X-Com&#039;s modding archivist), Hobbes (for hosting the Long War XCOM wiki), Gugacuardo, Tapkomet, Ogel, and Thunder_GR (soldier name lists), Heramael (copyediting)&lt;br /&gt;
* And even more thanks to longtime feedbackers, wiki organizers and beta testers, including: 8wayz, Amanasleep, Anderkent, Beaglerush, Bilfdoffle, Deducter, Devon_v, Ucross (who also designed Green Fog SW option), Xwynns&lt;br /&gt;
&lt;br /&gt;
===Voice Actors===&lt;br /&gt;
* Gerrit Aalbers (South African Male 1)&lt;br /&gt;
* Jezdamayel Caster (English Female 1): https://www.youtube.com/user/GamingWithJezdamayel&lt;br /&gt;
* Ian Chisholm (English Male 2): http://www.clearskiesthemovie.com&lt;br /&gt;
* Jurgen Delaere (South African Male 2)&lt;br /&gt;
* Ian Dransfield (English Male 1): https://www.youtube.com/user/iandransfield&lt;br /&gt;
* Louise Dumée (South African Female 1)&lt;br /&gt;
* Eveline Frei (Swiss/Euro Female 1)&lt;br /&gt;
* Jakub &amp;quot;Faleg&amp;quot; Janicki (Polish/Euro Male 1)&lt;br /&gt;
* Sean Lally (English Male 3): http://steamcommunity.com/id/fiindil&lt;br /&gt;
* Justin Loke (SE Asian Male 1)&lt;br /&gt;
* Russell Meyer (Australian Male 3): http://steamcommunity.com/sharedfiles/filedetails/?id=292007783&lt;br /&gt;
* Bec Pelvay (Australian Female 1)&lt;br /&gt;
* Michael Richardson (Australian Male 2)&lt;br /&gt;
* Graydon Schlichter (Irish Male 1): http://voice123.com/graydonschlichter&lt;br /&gt;
* Benjamin Smit (Dutch/Euro Male 1): https://www.youtube.com/channel/UC1DIA43WBkpaR7T6DDIRlwg&lt;br /&gt;
* Ping Teo (SE Asian Female 1): https://www.fanfiction.net/s/9980849/1/XCOM-From-The-Ashes-of-Temples&lt;br /&gt;
* Jamie Williamson (Australian Male 1)&lt;br /&gt;
* Jordan Wistuba (Scottish Male 1): https://www.youtube.com/channel/UCUPoLC-dedTwEL9ntT4qJcQ&lt;br /&gt;
&lt;br /&gt;
==Blatant self-promotion==&lt;br /&gt;
Once Long War is complete, some members of the Long War team will be developing original games. If you&#039;d like to stay updated on their efforts, check out their web site, http://www.longwarstudios.com.&lt;br /&gt;
&lt;br /&gt;
Check out mod designer John Lumpkin&#039;s science fiction novels, Through Struggle, the Stars, and its sequel, The Desert of Stars, available as an e-book and paperback on Amazon and elsewhere. Visit http://www.thehumanreach.net for details. In its May 2012 edition, the venerable Analog Science Fiction magazine called it &amp;quot;all good, great fun.&amp;quot; A sequel, The Desert of Stars, was published in March 2013.&lt;br /&gt;
&lt;br /&gt;
And take a look at Long War artist lfish&#039;s portraits and illustrations here: http://www.danaillustration.com.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
PLEASE NOTE THAT THIS MOD MAY HAVE STABILITY PROBLEMS AND OTHER BUGS, SO PLAYING IRONMAN WITHOUT BACKUPS OR WITH AUTOSAVE OFF IS NOT A GOOD IDEA. Please check the Known Issues first, and if your issue isn&#039;t listed, we want detailed feedback on serious bugs on the Long War feedback forums. Make sure you post your difficulty level, any Second Wave options you are using, and whether you started a campaign under this version, or a prior one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To install:&#039;&#039;&#039;&lt;br /&gt;
* If you have ever played with any other mods on your EW install, or have changed some files yourself, verify back to a vanilla installation of EW before installing Long War. If you have any trouble with installation, do this as well.&lt;br /&gt;
* Disable any antivirus software. We have specific reports that Comodo security software can prevent a proper install; some have reported installation problems with it *on* while others with it installed but *off*. We have separate reports that BitDefender Free will crash XCOM with this mod.&lt;br /&gt;
* Make sure you have the latest .net framework installed.&lt;br /&gt;
* Close and exit Steam.&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* When you select your path to install the mod, you should receive a warning that the directory already exists, although we have had reports that it doesn&#039;t if you run in the installer in admin mode. If you aren&#039;t in admin mode and don&#039;t get this warning, you may have selected the wrong path. Atypical Steam installations may require a different path.&lt;br /&gt;
* Start the game once. You may receive a CTD error; this appears to be some aspect of the mod completing installation and making nice with Steam. Start it again, and it should run.&lt;br /&gt;
* If you have been playing vanilla XCOM in a language other than the one you installed it in, switch XCOM to the installed Long War&#039;s language via its properties in Steam.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you get multiple CTDs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
upon starting the first mission, and/or see only four soldiers in the Skyranger during the first mission, or see graphical glitches with some of the new weapons, this may be evidence of a bad install. You may try the following steps:&lt;br /&gt;
* Go to C:\Users\YOUR WINDOWS USERNAME\Documents\My Games\XCOM - Enemy Within\XComGame\Config&lt;br /&gt;
* Delete all files in that directory.&lt;br /&gt;
* Start the game and see if it works.&lt;br /&gt;
* Make sure three files are NOT present. They will cause CTDs on launch. If they are, delete them and start the game:&amp;lt;br&amp;gt;&lt;br /&gt;
{app}\XComGame\CookedPCConsole\XComGame.upk.uncompressed_size&amp;lt;br&amp;gt;&lt;br /&gt;
{app}\XComGame\CookedPCConsole\XComStrategyGame.upk.uncompressed_size&amp;lt;br&amp;gt;&lt;br /&gt;
{app}\XComGame\CookedPCConsole\Engine.upk.uncompressed_size&amp;lt;br&amp;gt;&lt;br /&gt;
* If that still doesn&#039;t work, Go to C:\Users\YOUR WINDOWS UDERNAME\Documents\My Games\XCOM - Enemy Within\XComGame\SaveData&lt;br /&gt;
* Delete or rename the file profile.bin. You should to check your graphics and other settings ingame after this.&lt;br /&gt;
* If that doesn&#039;t work, we&#039;ve had reports that installing Long War again, over the existing copy, may fix the issue.&lt;br /&gt;
* If none of these work, see the full troubleshooting guide included in your download.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Installation notes:&#039;&#039;&#039;&lt;br /&gt;
* This mod will overwrite several game files and likely render multiplayer unplayable until you uninstall.&lt;br /&gt;
* The mod will not work properly on vanilla EW campaigns, so you&#039;ll need to start a new one. Campaigns are saved even if you uninstall, so you should be able to return to vanilla campaigns. Long War campaigns probably won&#039;t work well in vanilla.&lt;br /&gt;
* If Firaxis / 2k issues any patches to vanilla XCOM, they will overwrite and disable Long War, and almost certainly make the mod unplayable until the modders are able to update it. Unfortunately, turning off automatic updates to the game in Steam, via the game menu / Properties / Updates tab, does not prevent patches from loading. Your savegames should be preserved, though.&lt;br /&gt;
* If you want to use alternate game textures via Texmod, install them AFTER you fully install Long War and any other mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To uninstall:&#039;&#039;&#039;&lt;br /&gt;
* Uninstall via the usual Windows Control Panel Add/Remove Programs feature, or verify back to vanilla.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
If you hit something that seems to be a bug, try the following steps and see if any of them clear up the problem:&lt;br /&gt;
* Save your game and reload.&lt;br /&gt;
* Save your game, shut down XCOM and Steam, and restart.&lt;br /&gt;
* Save your game, shut down XCOM, and restart your computer.&lt;br /&gt;
* Save your game, shut down XCOM, delete all files in C:\Users\YOUR WINDOWS USERNAME\Documents\My Games\XCOM - Enemy Within\XComGame\Config, and restart XCOM.&lt;br /&gt;
* Consider verifying your XCOM install back to vanilla and reinstalling the mod per the instructions above. This will not remove your savegames.&lt;br /&gt;
* If you are getting periodic slowdowns or lockups on the Loading User Settings popup, try: 1) deleting most of your old savegames (in C:\Users\YOUR WINDOWS USERNAME\Documents\My Games\XCOM - Enemy Within\XComGame\SaveData) 2) turning of Cloud synch in Steam, or 3) Playing in offline mode.&lt;br /&gt;
* Find the file Long_War_EW_Detailed_Install_Troubleshooting.txt in your XEW folder and follow the instructions there. &lt;br /&gt;
* Report the bug on the Nexus. Please include the difficulty and any second wave options.&lt;br /&gt;
&lt;br /&gt;
IF YOU GET A CTD:&amp;lt;br&amp;gt;&lt;br /&gt;
Please help us by posting crash output on the LW EW Nexus subforum.&lt;br /&gt;
* Describe the circumstances of the crash.&lt;br /&gt;
* On most installations, go to this directory: C:\Users\YOUR WINDOWS USERNAME\Documents\My Games\XCOM - Enemy Within\XComGame\Logs&lt;br /&gt;
* Open the file Launch.log in a text editor.&lt;br /&gt;
* Scroll to the bottom of the file and look for the line that says &amp;quot;Log: === Critical error: ===&amp;quot;&lt;br /&gt;
* If it is present, copy that line to the end of the list of functions that were called and post on the subforum. It should look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[0019.24] Log: === Critical error: ===&lt;br /&gt;
	Unknown code token 04&lt;br /&gt;
	XGExaltSimulation Command1.TheWorld:PersistentLevel.XGExaltSimulation_0&lt;br /&gt;
	Function XComStrategyGame.XGExaltSimulation:GetPanicMod:00F5&lt;br /&gt;
	Script call stack:&lt;br /&gt;
	Function XComStrategyGame.XGGeoscape:Tick&lt;br /&gt;
	Function XComStrategyGame.XGGeoscape:GameTick&lt;br /&gt;
	Function XComStrategyGame.XGGeoscape:UpdateShips&lt;br /&gt;
	Function XComStrategyGame.XGShip_UFO:OnArrival&lt;br /&gt;
	Function XComStrategyGame.XGAlienObjective:NotifyOfSuccess&lt;br /&gt;
	Function XComStrategyGame.XGStrategyAI:LogUFORecord&lt;br /&gt;
	Function XComStrategyGame.XGCountry:AddPanic&lt;br /&gt;
	Function XComStrategyGame.XGExaltSimulation:GetPanicMod&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* WE CAN ONLY USE SCRIPT CALL STACK DUMPS. Unfortunately, this stack dump doesn&#039;t occur very often in the log, and if a function list isn&#039;t present, it is unlikely we can do much with your post. &lt;br /&gt;
* If you can repeatedly reproduce this error after reloading your save game and taking the same steps, we may want your savegame. Please post on the Nexus bug forum with details, and johnnylump will get you an email address for you to send the save.&lt;br /&gt;
* In any event, accept our grateful thanks for helping us debug the mod.&lt;br /&gt;
&lt;br /&gt;
For more information please see the [[Troubleshooting Guide (Long War)| Troubleshooting Guide]].&lt;br /&gt;
&lt;br /&gt;
==Special Thanks== &lt;br /&gt;
&#039;&#039;Special Thanks for advice, ideas, support and feedback from many people, including but not limited to:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ante Up Productions&lt;br /&gt;
Antibody Software&lt;br /&gt;
Aventador Enterprises&lt;br /&gt;
Businessware Technologies Inc.&lt;br /&gt;
Computers and More&lt;br /&gt;
Gotbaka Consulting&lt;br /&gt;
TBF Media Ltd.&lt;br /&gt;
Studio Sentiments&lt;br /&gt;
Mik Wilkens Design&lt;br /&gt;
Adam T.&lt;br /&gt;
Agammamon&lt;br /&gt;
Albrecht S.&lt;br /&gt;
Alec K.&lt;br /&gt;
Alex E.&lt;br /&gt;
Allen S.&lt;br /&gt;
Allen M.&lt;br /&gt;
Anaxibois&lt;br /&gt;
Anders H.&lt;br /&gt;
Anders J.&lt;br /&gt;
Andreas S.&lt;br /&gt;
Andrew D.&lt;br /&gt;
Andrew P.&lt;br /&gt;
Andrey S.&lt;br /&gt;
Angel R.&lt;br /&gt;
Anthony C.&lt;br /&gt;
Anthony S.&lt;br /&gt;
Anthony S.&lt;br /&gt;
Antioche&lt;br /&gt;
AnUser&lt;br /&gt;
Apostolos M.&lt;br /&gt;
Armarnis&lt;br /&gt;
Arthur B.&lt;br /&gt;
Arzoo&lt;br /&gt;
Austin P.&lt;br /&gt;
Avenger93&lt;br /&gt;
Ayur S.&lt;br /&gt;
Ben C.&lt;br /&gt;
Benjamin G.&lt;br /&gt;
BigRowdy&lt;br /&gt;
Binkleywalker&lt;br /&gt;
Bjlinden&lt;br /&gt;
Bowen X.&lt;br /&gt;
Boyski&lt;br /&gt;
Brandon C.&lt;br /&gt;
Brian C.&lt;br /&gt;
Brian F.&lt;br /&gt;
Brian H.&lt;br /&gt;
Brian K.&lt;br /&gt;
Bryan B.&lt;br /&gt;
BuffaloBurger&lt;br /&gt;
Cal0004&lt;br /&gt;
Carson F.&lt;br /&gt;
Casey A.&lt;br /&gt;
Casey W.&lt;br /&gt;
Casnimot&lt;br /&gt;
Chunkuai H.&lt;br /&gt;
Charles B.&lt;br /&gt;
Charles-Henri G.&lt;br /&gt;
Charles M.&lt;br /&gt;
Charlie G.&lt;br /&gt;
Charlie R.&lt;br /&gt;
Chris D.&lt;br /&gt;
Chris H.&lt;br /&gt;
Christian P.&lt;br /&gt;
Christian P.&lt;br /&gt;
Christopher M.&lt;br /&gt;
Christopher Y.&lt;br /&gt;
Colin H.&lt;br /&gt;
Commander Gorda &lt;br /&gt;
Computeraddict&lt;br /&gt;
Curtis J.&lt;br /&gt;
Daniel H.&lt;br /&gt;
Daniel H. A.&lt;br /&gt;
Daniel P.&lt;br /&gt;
Daniel S.&lt;br /&gt;
Daniel S.&lt;br /&gt;
Daniele O.&lt;br /&gt;
Danny B.&lt;br /&gt;
Darkrenown&lt;br /&gt;
David C.&lt;br /&gt;
David E.&lt;br /&gt;
David N.&lt;br /&gt;
David S.&lt;br /&gt;
David W.&lt;br /&gt;
DeaconIvory&lt;br /&gt;
DeadCrowsFood&lt;br /&gt;
Demiansky&lt;br /&gt;
Dennis W.&lt;br /&gt;
Devon_v&lt;br /&gt;
Dominique V.&lt;br /&gt;
Duong N.&lt;br /&gt;
Dustin K.&lt;br /&gt;
Dustin S.&lt;br /&gt;
drake8888&lt;br /&gt;
Ed M.&lt;br /&gt;
Edward O.&lt;br /&gt;
eld10&lt;br /&gt;
Elliott F.&lt;br /&gt;
Eric M.&lt;br /&gt;
Erik H.&lt;br /&gt;
Evan R.&lt;br /&gt;
Fang W.&lt;br /&gt;
Feldelm&lt;br /&gt;
Felerys&lt;br /&gt;
Felix T.&lt;br /&gt;
Ferrard &lt;br /&gt;
Finn P.&lt;br /&gt;
Firestorm10&lt;br /&gt;
FilthyRobot&lt;br /&gt;
Fishbo&lt;br /&gt;
Florian E.&lt;br /&gt;
FlyingHigh10000000&lt;br /&gt;
Fmod&lt;br /&gt;
Freman H.&lt;br /&gt;
Geoffrey N.&lt;br /&gt;
Gerd G.&lt;br /&gt;
Gernot S.&lt;br /&gt;
Gorgon01&lt;br /&gt;
Gregory C.&lt;br /&gt;
Guillaume B.&lt;br /&gt;
Guy M.&lt;br /&gt;
Gyogen&lt;br /&gt;
Haerzog&lt;br /&gt;
Hagen R.&lt;br /&gt;
Hambil&lt;br /&gt;
Haruspice&lt;br /&gt;
Hawkeye2777&lt;br /&gt;
Hazapuza&lt;br /&gt;
Henrik B.&lt;br /&gt;
Henry W.&lt;br /&gt;
Hellraptor&lt;br /&gt;
Heramael&lt;br /&gt;
Ho Jin C.&lt;br /&gt;
Houmie&lt;br /&gt;
Ian R.&lt;br /&gt;
Iceciro&lt;br /&gt;
Insufferable Smartypants&lt;br /&gt;
Isaac M.&lt;br /&gt;
Istvan S.&lt;br /&gt;
Jahmai L.&lt;br /&gt;
Jacob B.&lt;br /&gt;
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Jake D.&lt;br /&gt;
James C.&lt;br /&gt;
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James Z.&lt;br /&gt;
Jan-Michael M.&lt;br /&gt;
Jan S.&lt;br /&gt;
Jan V.&lt;br /&gt;
Joachim W.&lt;br /&gt;
John K.&lt;br /&gt;
Jonas S.&lt;br /&gt;
Jared B.&lt;br /&gt;
Jeancly&lt;br /&gt;
Jeffrey E.&lt;br /&gt;
Jens R.&lt;br /&gt;
Jeremy B.&lt;br /&gt;
Jeremy O.&lt;br /&gt;
Jeroen K.&lt;br /&gt;
Jeroen M.&lt;br /&gt;
Jesse N.&lt;br /&gt;
Joachim W.&lt;br /&gt;
Joao M.&lt;br /&gt;
Joey B.&lt;br /&gt;
Johan K.&lt;br /&gt;
John E.&lt;br /&gt;
John K.&lt;br /&gt;
John S.&lt;br /&gt;
John S.&lt;br /&gt;
Jonas L.&lt;br /&gt;
Jonas M.&lt;br /&gt;
Jonathan A.&lt;br /&gt;
Jonathan F.&lt;br /&gt;
Jose O.&lt;br /&gt;
Jordi C.&lt;br /&gt;
Joris B.&lt;br /&gt;
Joseph B.&lt;br /&gt;
Joseph H.&lt;br /&gt;
Joseph S.&lt;br /&gt;
Kara42&lt;br /&gt;
Kaya E.&lt;br /&gt;
Ken D.&lt;br /&gt;
Kevin C.&lt;br /&gt;
Kevin H.&lt;br /&gt;
Khamza D.&lt;br /&gt;
Kirill Z.&lt;br /&gt;
Ki-Young J.&lt;br /&gt;
Kostas A.&lt;br /&gt;
Kristin H.&lt;br /&gt;
Lee J.&lt;br /&gt;
Lee M.&lt;br /&gt;
Linda S.&lt;br /&gt;
Low Low H H&lt;br /&gt;
Luix&lt;br /&gt;
Lars H.&lt;br /&gt;
Luke A.&lt;br /&gt;
Madigan341&lt;br /&gt;
Maik A.&lt;br /&gt;
Marco J.&lt;br /&gt;
Mark J.&lt;br /&gt;
Markus L.&lt;br /&gt;
Martin E.&lt;br /&gt;
Marbozir&lt;br /&gt;
Mathieu B.&lt;br /&gt;
Matthew P.&lt;br /&gt;
Matthew W.&lt;br /&gt;
Matthias L.&lt;br /&gt;
Maxim I.&lt;br /&gt;
MelloAce&lt;br /&gt;
Michael B.&lt;br /&gt;
Michael C.&lt;br /&gt;
Michael D.&lt;br /&gt;
Michael G.&lt;br /&gt;
Michael I.&lt;br /&gt;
Michael M.&lt;br /&gt;
Michael N.&lt;br /&gt;
Michael P.&lt;br /&gt;
Michael S.&lt;br /&gt;
Miguel P.&lt;br /&gt;
Mike B.&lt;br /&gt;
Mike O.&lt;br /&gt;
Minoitos&lt;br /&gt;
Mitchell B.&lt;br /&gt;
MrBims&lt;br /&gt;
MSpain77&lt;br /&gt;
Mufuks&lt;br /&gt;
Muhammed Y.&lt;br /&gt;
Nachie C.&lt;br /&gt;
Nathan J.&lt;br /&gt;
Nathan W.&lt;br /&gt;
Neil P.&lt;br /&gt;
NeoSeether&lt;br /&gt;
Nesi N.&lt;br /&gt;
Nicholas G.V.&lt;br /&gt;
Nicholas H.&lt;br /&gt;
Nikolai T.&lt;br /&gt;
Nikolay B.&lt;br /&gt;
Nontalo&lt;br /&gt;
Norbert N.&lt;br /&gt;
Oleg E.&lt;br /&gt;
Oliver L.&lt;br /&gt;
Olle N.&lt;br /&gt;
Orost&lt;br /&gt;
Parker T.&lt;br /&gt;
Patrick A.&lt;br /&gt;
Patrick F.&lt;br /&gt;
Patrick M.&lt;br /&gt;
Patrick P.&lt;br /&gt;
Paul G.&lt;br /&gt;
Paul S.-H.&lt;br /&gt;
Paul W.&lt;br /&gt;
Paul Viktor v.M.&lt;br /&gt;
Pean H.&lt;br /&gt;
Peter T.&lt;br /&gt;
Philip A.&lt;br /&gt;
Philip M.&lt;br /&gt;
Philipp D.&lt;br /&gt;
Philipp L.&lt;br /&gt;
Phwop&lt;br /&gt;
P.J. M.&lt;br /&gt;
RaymondHouser&lt;br /&gt;
Reid A.&lt;br /&gt;
Renraw&lt;br /&gt;
Rex F.&lt;br /&gt;
Rob v.h.h.&lt;br /&gt;
Robert C.&lt;br /&gt;
Robert F.&lt;br /&gt;
Robert H.&lt;br /&gt;
Robert M.&lt;br /&gt;
Robin C.&lt;br /&gt;
Robin S.&lt;br /&gt;
Roel D.&lt;br /&gt;
Roman T.&lt;br /&gt;
Rory K.&lt;br /&gt;
Ross C.&lt;br /&gt;
Rudiger S.&lt;br /&gt;
Saph7&lt;br /&gt;
Sarah P.&lt;br /&gt;
Saxap&lt;br /&gt;
Scott N.&lt;br /&gt;
Scott T.&lt;br /&gt;
Sean L.&lt;br /&gt;
Sebastian B.&lt;br /&gt;
Sebastian C.&lt;br /&gt;
Sebastian S.&lt;br /&gt;
Sebastian T.&lt;br /&gt;
Shane F.&lt;br /&gt;
Sibiryak&lt;br /&gt;
Simon L.&lt;br /&gt;
SirDrD&lt;br /&gt;
Skrzaciksc&lt;br /&gt;
Soren W.&lt;br /&gt;
Spyker92&lt;br /&gt;
Squee913&lt;br /&gt;
Stefan B.&lt;br /&gt;
Stefan S.&lt;br /&gt;
Steffen K.&lt;br /&gt;
Stephen D.&lt;br /&gt;
Stephen M.&lt;br /&gt;
Stian J.&lt;br /&gt;
Stig D.&lt;br /&gt;
Talhydras&lt;br /&gt;
Teemredd31&lt;br /&gt;
Teilen K.&lt;br /&gt;
Thomas G.&lt;br /&gt;
Thomas M.&lt;br /&gt;
Thomas M.&lt;br /&gt;
Thomas P.&lt;br /&gt;
Thunder_GR&lt;br /&gt;
Tim E.&lt;br /&gt;
Tim H.&lt;br /&gt;
Trevor R.&lt;br /&gt;
Tyrel L.&lt;br /&gt;
Uri M.&lt;br /&gt;
Valakov&lt;br /&gt;
Vesa P.&lt;br /&gt;
Vladimir B.&lt;br /&gt;
WalterJ&lt;br /&gt;
Weston L.&lt;br /&gt;
William B.&lt;br /&gt;
William M.&lt;br /&gt;
Wintermist&lt;br /&gt;
WorthlessBums&lt;br /&gt;
Xaxyx&lt;br /&gt;
Yun J.&lt;br /&gt;
Yustarius &lt;br /&gt;
Yzaxtol &lt;br /&gt;
ZiggRolls20&lt;br /&gt;
Zybertrix&lt;br /&gt;
Lee M.&lt;br /&gt;
Manuel G.&lt;br /&gt;
Bryan M.&lt;br /&gt;
Radek L.&lt;br /&gt;
Alex J.&lt;br /&gt;
Mario K.&lt;br /&gt;
Juho R.&lt;br /&gt;
Joshua C.&lt;br /&gt;
Bent J.&lt;br /&gt;
Evan G.&lt;br /&gt;
Cem M.&lt;br /&gt;
Richard H.&lt;br /&gt;
Daniel W.&lt;br /&gt;
Rob J.&lt;br /&gt;
Nick K.&lt;br /&gt;
Joseph H.&lt;br /&gt;
Daniel W.&lt;br /&gt;
Kathryn H.&lt;br /&gt;
Aaron F.&lt;br /&gt;
Curtis L.&lt;br /&gt;
William B.&lt;br /&gt;
Alexander D.&lt;br /&gt;
Bernhard S.&lt;br /&gt;
Jonathan W.&lt;br /&gt;
Tom D.&lt;br /&gt;
David P.&lt;br /&gt;
Jason S.&lt;br /&gt;
Christian F.&lt;br /&gt;
Manfred K.&lt;br /&gt;
Mark B.&lt;br /&gt;
Ross D.&lt;br /&gt;
Dana S.&lt;br /&gt;
Michael D.&lt;br /&gt;
Niko A.&lt;br /&gt;
Alassane M.&lt;br /&gt;
Jonas L.&lt;br /&gt;
Joseph S.&lt;br /&gt;
John B.&lt;br /&gt;
Riley S.&lt;br /&gt;
Nick Y.&lt;br /&gt;
Martin R.&lt;br /&gt;
John L.&lt;br /&gt;
Christopher S.&lt;br /&gt;
Jan K.&lt;br /&gt;
Evan T.&lt;br /&gt;
Ryan T.&lt;br /&gt;
Joel F.&lt;br /&gt;
Brian L.&lt;br /&gt;
David G.&lt;br /&gt;
Sergey P.&lt;br /&gt;
Serge D.&lt;br /&gt;
Matthew H.&lt;br /&gt;
Nathan J.&lt;br /&gt;
Julian M.&lt;br /&gt;
Dean C.&lt;br /&gt;
Davitt W.&lt;br /&gt;
Kim M.&lt;br /&gt;
Luciano F.&lt;br /&gt;
Gailon E.&lt;br /&gt;
Alexei L.&lt;br /&gt;
Albert S.&lt;br /&gt;
Michael Z.&lt;br /&gt;
Christopher S.&lt;br /&gt;
Alexander L.&lt;br /&gt;
Andrew C.&lt;br /&gt;
Ingo S.&lt;br /&gt;
Kristofer B.&lt;br /&gt;
Joshua C.&lt;br /&gt;
Kostyantyn S.&lt;br /&gt;
Kevin De J.&lt;br /&gt;
Wayne S.&lt;br /&gt;
Christopher H.&lt;br /&gt;
Johan C.&lt;br /&gt;
Paul G.&lt;br /&gt;
Sergio M. S.&lt;br /&gt;
Jamie W.&lt;br /&gt;
Steven B.&lt;br /&gt;
Christoffer P.&lt;br /&gt;
Timothy G.&lt;br /&gt;
Soren B.&lt;br /&gt;
Matthew B.&lt;br /&gt;
Francisco M.&lt;br /&gt;
Sebastian E.&lt;br /&gt;
Lukas S.&lt;br /&gt;
Hamzah H.&lt;br /&gt;
David G.&lt;br /&gt;
Andrew M.&lt;br /&gt;
Victor R.&lt;br /&gt;
Greg L.&lt;br /&gt;
Daniel M.&lt;br /&gt;
Ketil J.&lt;br /&gt;
Roel D.&lt;br /&gt;
Stefan V.&lt;br /&gt;
Thompson D.-D.&lt;br /&gt;
Daniel W.&lt;br /&gt;
Erika W.&lt;br /&gt;
Donghun L.&lt;br /&gt;
David M.&lt;br /&gt;
David L.&lt;br /&gt;
Ian R.&lt;br /&gt;
Scott D.&lt;br /&gt;
Adam R.&lt;br /&gt;
Pawel K.&lt;br /&gt;
Chris H.&lt;br /&gt;
Patrick J.&lt;br /&gt;
Sergey B.&lt;br /&gt;
Christian L.&lt;br /&gt;
Dane D.&lt;br /&gt;
John R.&lt;br /&gt;
John W.&lt;br /&gt;
Istvan K.&lt;br /&gt;
Leith M.&lt;br /&gt;
William H.&lt;br /&gt;
Emre E.&lt;br /&gt;
Julius G.&lt;br /&gt;
Derrik H.&lt;br /&gt;
Dylan S.&lt;br /&gt;
Michael B.&lt;br /&gt;
Steve V.&lt;br /&gt;
Nicholas M.&lt;br /&gt;
Sebastian R.&lt;br /&gt;
Daniel K.&lt;br /&gt;
Jason L.&lt;br /&gt;
Victor B.&lt;br /&gt;
Collin K.&lt;br /&gt;
Jonathan F.&lt;br /&gt;
Christopher N.&lt;br /&gt;
Kevin O.&lt;br /&gt;
Wolfgang K.&lt;br /&gt;
esnq&lt;br /&gt;
Peter S.&lt;br /&gt;
John P.&lt;br /&gt;
Todd B.&lt;br /&gt;
Marcus E.&lt;br /&gt;
Colin H.&lt;br /&gt;
Jimmie W.&lt;br /&gt;
Andrew P.&lt;br /&gt;
Evan C.&lt;br /&gt;
Ronald F.&lt;br /&gt;
Artur W.&lt;br /&gt;
Thomas S.&lt;br /&gt;
Antoci B.&lt;br /&gt;
Andrew C.&lt;br /&gt;
Ralf K.&lt;br /&gt;
David S.&lt;br /&gt;
Morgan J.&lt;br /&gt;
Ben R.&lt;br /&gt;
Mikael J.&lt;br /&gt;
B.J. A.&lt;br /&gt;
Michal T.&lt;br /&gt;
Kristine B.&lt;br /&gt;
Eric K.&lt;br /&gt;
Kryuk K.&lt;br /&gt;
Kristian C.&lt;br /&gt;
Tomi H.&lt;br /&gt;
Stefan R.&lt;br /&gt;
Peter K.&lt;br /&gt;
Amelia K.&lt;br /&gt;
Richard H.&lt;br /&gt;
Ju Z.&lt;br /&gt;
Mahieu S.&lt;br /&gt;
Rhys C.&lt;br /&gt;
Samuel H.&lt;br /&gt;
Yoshua S.&lt;br /&gt;
Thomas M.&lt;br /&gt;
Ahad O.&lt;br /&gt;
Christoph L.&lt;br /&gt;
Kevin H.&lt;br /&gt;
Michael W.&lt;br /&gt;
David C.&lt;br /&gt;
Derek N.&lt;br /&gt;
Fred B.&lt;br /&gt;
Ahmad F.&lt;br /&gt;
Christian J.&lt;br /&gt;
John C.&lt;br /&gt;
Fred K.&lt;br /&gt;
Jimmy H. &lt;br /&gt;
Joshua W.&lt;br /&gt;
Steven F.&lt;br /&gt;
Kieron H.&lt;br /&gt;
Ian T.&lt;br /&gt;
Jack H.&lt;br /&gt;
Zebadiah M.&lt;br /&gt;
David S.&lt;br /&gt;
Aleksandr S.&lt;br /&gt;
Tony T.&lt;br /&gt;
John B.&lt;br /&gt;
Steve H.&lt;br /&gt;
Robert F.&lt;br /&gt;
William C.&lt;br /&gt;
Paul S.&lt;br /&gt;
Vadim A.&lt;br /&gt;
Knut M.&lt;br /&gt;
Peter A.&lt;br /&gt;
Michael F.&lt;br /&gt;
William C.&lt;br /&gt;
Lorcan M.&lt;br /&gt;
Matthew T.&lt;br /&gt;
Donnchadh M.&lt;br /&gt;
Bradley N.&lt;br /&gt;
David B.&lt;br /&gt;
Colby A.&lt;br /&gt;
Bill T.&lt;br /&gt;
Cameron M.&lt;br /&gt;
Jonathan U.&lt;br /&gt;
Lin Tung Y.&lt;br /&gt;
Robert Z.&lt;br /&gt;
Josh K.&lt;br /&gt;
Piotr P.&lt;br /&gt;
Michael V.&lt;br /&gt;
Julie K.&lt;br /&gt;
John C.&lt;br /&gt;
Ognjen T.&lt;br /&gt;
Marcus S.&lt;br /&gt;
Bob E.&lt;br /&gt;
Gregory W.&lt;br /&gt;
Dmitry D.&lt;br /&gt;
Tan C.&lt;br /&gt;
Neil C.&lt;br /&gt;
Ingo W.&lt;br /&gt;
David C.&lt;br /&gt;
Alexandre M.&lt;br /&gt;
Kieran E.&lt;br /&gt;
Johann V.&lt;br /&gt;
Herby G.&lt;br /&gt;
Steven R.&lt;br /&gt;
Ravi P.&lt;br /&gt;
Tom L.&lt;br /&gt;
Mateusz M.&lt;br /&gt;
Marcin P.&lt;br /&gt;
Charles B.&lt;br /&gt;
Paul W.&lt;br /&gt;
Michael H.&lt;br /&gt;
Morgan J.&lt;br /&gt;
Andrew C.&lt;br /&gt;
Glen T.&lt;br /&gt;
Sheri N.&lt;br /&gt;
Jesse H.&lt;br /&gt;
Ryan T.&lt;br /&gt;
Mark F.&lt;br /&gt;
Alex F.&lt;br /&gt;
Alex B.&lt;br /&gt;
Nick L.&lt;br /&gt;
Chris R.&lt;br /&gt;
William C.&lt;br /&gt;
Eric J.&lt;br /&gt;
Brian T.&lt;br /&gt;
Adam K.&lt;br /&gt;
Thomas R.&lt;br /&gt;
Teppo P.&lt;br /&gt;
William H.&lt;br /&gt;
Derek H.&lt;br /&gt;
Kris L.&lt;br /&gt;
Bill B.&lt;br /&gt;
Connor L.&lt;br /&gt;
Sylvain &amp;quot;Zyxpsilon&amp;quot; P.&lt;br /&gt;
Chad F.&lt;br /&gt;
Jesse D.&lt;br /&gt;
Frank H.&lt;br /&gt;
Mikhail P.&lt;br /&gt;
Timi L.&lt;br /&gt;
Taryn A.&lt;br /&gt;
Barry S.&lt;br /&gt;
Simon H.&lt;br /&gt;
Carl F.&lt;br /&gt;
Keith C.&lt;br /&gt;
John H.&lt;br /&gt;
Daniel P.&lt;br /&gt;
Richard B.&lt;br /&gt;
Oliver R.&lt;br /&gt;
Curtis L.&lt;br /&gt;
Sebastian S.&lt;br /&gt;
Steve G.&lt;br /&gt;
Dotstry J.&lt;br /&gt;
Sebastian R.&lt;br /&gt;
Jared L.&lt;br /&gt;
Brian G.&lt;br /&gt;
Jonathan R.&lt;br /&gt;
Robert B.&lt;br /&gt;
Matthew C.&lt;br /&gt;
Andrew S.&lt;br /&gt;
Ian C.&lt;br /&gt;
Tran B.&lt;br /&gt;
Dirk R.&lt;br /&gt;
Fredrik H.&lt;br /&gt;
Danny M.&lt;br /&gt;
Nicholas P.&lt;br /&gt;
Cesar S.&lt;br /&gt;
Thomas F.&lt;br /&gt;
Paul W.&lt;br /&gt;
Ben H.&lt;br /&gt;
Nathan M.&lt;br /&gt;
Peter B.&lt;br /&gt;
Roy D.&lt;br /&gt;
Kevin S.&lt;br /&gt;
Taylor D.&lt;br /&gt;
Folkert D.&lt;br /&gt;
Jonas F.&lt;br /&gt;
Maximillian M.&lt;br /&gt;
Petr B.&lt;br /&gt;
Henrik B.&lt;br /&gt;
Michael T.&lt;br /&gt;
Garret L. D.&lt;br /&gt;
Alexandar V.&lt;br /&gt;
Mats Erik C.&lt;br /&gt;
Charles S.&lt;br /&gt;
Keith W.&lt;br /&gt;
John L.&lt;br /&gt;
Greg H.&lt;br /&gt;
E V.&lt;br /&gt;
Nash S.&lt;br /&gt;
Suzanne S.&lt;br /&gt;
Scott H.&lt;br /&gt;
Burton D.&lt;br /&gt;
Jean Claude A.&lt;br /&gt;
Robert P.&lt;br /&gt;
Sebastian W.&lt;br /&gt;
Timothy R.&lt;br /&gt;
Rune V.&lt;br /&gt;
Markus P.&lt;br /&gt;
Charles B.&lt;br /&gt;
Christopher N.&lt;br /&gt;
Sascha P.&lt;br /&gt;
Laura W.&lt;br /&gt;
Herby G.&lt;br /&gt;
Christof W.&lt;br /&gt;
Paul &amp;quot;Plockets&amp;quot; G.&lt;br /&gt;
Daniela J.&lt;br /&gt;
Adetona A. De M.&lt;br /&gt;
Kelley H.&lt;br /&gt;
Stefan O.&lt;br /&gt;
Scott N.&lt;br /&gt;
Ho Kun W.&lt;br /&gt;
Jason K.&lt;br /&gt;
Ignacio A.&lt;br /&gt;
Ben P.&lt;br /&gt;
Frank R.&lt;br /&gt;
Olger van D.&lt;br /&gt;
Charo S.&lt;br /&gt;
Lewis R.&lt;br /&gt;
Eric H.&lt;br /&gt;
Benjamin M.&lt;br /&gt;
Mark B.&lt;br /&gt;
Stephen H.&lt;br /&gt;
Evgeniy L.&lt;br /&gt;
Pedja L.&lt;br /&gt;
Grant L.&lt;br /&gt;
Tim B.&lt;br /&gt;
Nathaniel M.&lt;br /&gt;
Logan C.&lt;br /&gt;
John B.&lt;br /&gt;
Stephen W.&lt;br /&gt;
Zachary B.&lt;br /&gt;
Alex R.&lt;br /&gt;
Carl S.&lt;br /&gt;
Rob K.&lt;br /&gt;
Nicholas L.&lt;br /&gt;
Jesse W.&lt;br /&gt;
Arad Y.&lt;br /&gt;
Erik S.&lt;br /&gt;
Arpad I.&lt;br /&gt;
Phillip M.&lt;br /&gt;
Andreas T.&lt;br /&gt;
Jonathan B.&lt;br /&gt;
Jeffrey F.&lt;br /&gt;
Brian B.&lt;br /&gt;
Matthew H.&lt;br /&gt;
Charles D.&lt;br /&gt;
Griffin P.&lt;br /&gt;
Guido G.&lt;br /&gt;
Jack S.&lt;br /&gt;
Steven T.&lt;br /&gt;
Benjamin O.&lt;br /&gt;
Tobias R.&lt;br /&gt;
Shane B.&lt;br /&gt;
Keith B.&lt;br /&gt;
David C.&lt;br /&gt;
Billy C.&lt;br /&gt;
Arthur T.&lt;br /&gt;
Kyle H.&lt;br /&gt;
Teejay P.&lt;br /&gt;
Ryan M.&lt;br /&gt;
Rodion F.&lt;br /&gt;
Serg M.&lt;br /&gt;
Liam W.&lt;br /&gt;
Till M.&lt;br /&gt;
Ricardo Segovia I.&lt;br /&gt;
Pia O.&lt;br /&gt;
Venkataranga P.&lt;br /&gt;
Morris H.&lt;br /&gt;
James B.&lt;br /&gt;
Richard H.&lt;br /&gt;
Stephen F.&lt;br /&gt;
Martin N.&lt;br /&gt;
Eric L.&lt;br /&gt;
Nicolas G. V.&lt;br /&gt;
Frank W.&lt;br /&gt;
Ben T.&lt;br /&gt;
Kenneth M.&lt;br /&gt;
Charles F.&lt;br /&gt;
Justin W.&lt;br /&gt;
Julia C.&lt;br /&gt;
John B.&lt;br /&gt;
John P.&lt;br /&gt;
Mart L.&lt;br /&gt;
Christopher B.&lt;br /&gt;
Kevin S.&lt;br /&gt;
Patrick B.&lt;br /&gt;
Michael B.&lt;br /&gt;
Leith M.&lt;br /&gt;
Jordi C.&lt;br /&gt;
Glenn B.&lt;br /&gt;
Warren L.&lt;br /&gt;
Jonathan B.&lt;br /&gt;
Duong N.&lt;br /&gt;
Alex J.&lt;br /&gt;
Marcus S.&lt;br /&gt;
Jan C.&lt;br /&gt;
Nils M.&lt;br /&gt;
Thomas B.&lt;br /&gt;
Lem M.&lt;br /&gt;
James J.&lt;br /&gt;
Craig F.&lt;br /&gt;
Robert H.&lt;br /&gt;
Oski K.&lt;br /&gt;
Nelson C.&lt;br /&gt;
Petri R.&lt;br /&gt;
John S.&lt;br /&gt;
James C.&lt;br /&gt;
Thomas Z.&lt;br /&gt;
Romyr H.&lt;br /&gt;
Mitchell W.&lt;br /&gt;
Truman N.&lt;br /&gt;
Matthew H.&lt;br /&gt;
Jose M.&lt;br /&gt;
Russell B.&lt;br /&gt;
Marcus C.&lt;br /&gt;
James D.&lt;br /&gt;
Hatema S.&lt;br /&gt;
Martin M.&lt;br /&gt;
Marek G.&lt;br /&gt;
Antony K.&lt;br /&gt;
Rémi D.&lt;br /&gt;
Kevin Y.&lt;br /&gt;
Robert H.&lt;br /&gt;
William P.-C.&lt;br /&gt;
Andrew H.&lt;br /&gt;
Sebastian G.&lt;br /&gt;
Andrey G.&lt;br /&gt;
Sylvio D.&lt;br /&gt;
Oleksiy R.&lt;br /&gt;
Rostislav K.&lt;br /&gt;
Jaroslav P.&lt;br /&gt;
Martin B.&lt;br /&gt;
Ebrahem D.&lt;br /&gt;
Tim S.&lt;br /&gt;
Brent R.&lt;br /&gt;
Jeff &amp;quot;Ucross&amp;quot; N.&lt;br /&gt;
Matthew B.&lt;br /&gt;
David H.&lt;br /&gt;
David M.&lt;br /&gt;
Lukas Z.&lt;br /&gt;
Michael M.&lt;br /&gt;
Piotr K.&lt;br /&gt;
Matthew M.&lt;br /&gt;
Guillaume G.&lt;br /&gt;
Gareth T.&lt;br /&gt;
Jeff O.&lt;br /&gt;
Mark B.&lt;br /&gt;
Mateusz K.&lt;br /&gt;
C. and V.&lt;br /&gt;
Jan B.&lt;br /&gt;
Teemu T.&lt;br /&gt;
Craig F.&lt;br /&gt;
Pawel A.&lt;br /&gt;
Jiri P.&lt;br /&gt;
Brian K.&lt;br /&gt;
Dennis W.&lt;br /&gt;
Brett T.&lt;br /&gt;
Ross G.&lt;br /&gt;
Michelle C.&lt;br /&gt;
Sean S.&lt;br /&gt;
Jason H.&lt;br /&gt;
Szymon Z.&lt;br /&gt;
Jakus S.&lt;br /&gt;
Jerod J.&lt;br /&gt;
Kalle H.&lt;br /&gt;
Bart van D.&lt;br /&gt;
Anastasios V.&lt;br /&gt;
Ian T.&lt;br /&gt;
Taylor S.&lt;br /&gt;
Clarence M.&lt;br /&gt;
Victor D.&lt;br /&gt;
Erik F.&lt;br /&gt;
Mattis H.&lt;br /&gt;
Stephen T.&lt;br /&gt;
Nikolai van der B.&lt;br /&gt;
Daniel J.&lt;br /&gt;
Espen B.&lt;br /&gt;
Trent Z.&lt;br /&gt;
Dale B.&lt;br /&gt;
Michael S.&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Long_War&amp;diff=72629</id>
		<title>Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Long_War&amp;diff=72629"/>
		<updated>2016-08-24T22:10:04Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Long War Header 2.png|980px|center|link=Long War|Long War Main Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the XCOM: Long War wiki, a part of UFOPaedia.org. [http://www.nexusmods.com/xcom/mods/88/? Long War] is a mod designed for [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] with the expansion [[XCOM: Enemy Within (EU2012)|XCOM: Enemy Within]] that introduces more than 700 changes, large and small, to the vanilla version of the game. It is longer and, with default settings, harder than the vanilla version but gives you many more tools to combat the alien threat.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This wiki is meant to explain the main changes introduced by the mod to the game and it is a work in progress - everyone can contribute by creating an account and editing the pages. Please use the Talk button to discuss any aspects of this wiki. If you want to discuss the mod with its creators, please use the [http://www.nexusmods.com/xcom/mods/88/?tab=5&amp;amp;navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fmoddiscussions%2F%3Fid%3D88%26page%3D1&amp;amp;pUp=1? Nexus forums] or the [http://www.longwarstudios.com/phpBB3/index.php? Long War Studios forums].&lt;br /&gt;
&lt;br /&gt;
If you would like to contribute and are looking for what to do, please consult our [[ To Do List (Long War)| To Do List]].&lt;br /&gt;
&lt;br /&gt;
All information on this wiki relates to the latest version of Long War, which is &#039;&#039;&#039;Long War 1.0&#039;&#039;&#039;. To download Long War use this [http://www.nexusmods.com/xcom/mods/88/? link].&lt;br /&gt;
&lt;br /&gt;
There are some bugs, most remnants from the vanilla game. You can find the complete change log and known bugs list [[Change Log (Long War)|here]]. Always keep a recent save file, as the game may unexpectedly crash. The developers recommend switching on Autosave and playing Iron Man at your own peril.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-left: auto; margin-right: 0px; background:#333333&amp;quot;&lt;br /&gt;
|[[File:Long War Intro 1.png|400px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Long War Intro 2.png|400px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Long War Intro 3.png|400px]]&lt;br /&gt;
|}&lt;br /&gt;
{{:Long War Table}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Long_War&amp;diff=72628</id>
		<title>Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Long_War&amp;diff=72628"/>
		<updated>2016-08-24T22:08:38Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: Adding new links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Long War Header 2.png|980px|center|link=Long War|Long War Main Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the XCOM: Long War wiki, a part of UFOPaedia.org. [http://www.nexusmods.com/xcom/mods/88/? Long War] is a mod designed for [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] with the expansion [[XCOM: Enemy Within (EU2012)|XCOM: Enemy Within]] that introduces more than 700 changes, large and small, to the vanilla version of the game. It is longer and, with default settings, harder than the vanilla version but gives you many more tools to combat the alien threat.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This wiki is meant to explain the main changes introduced by the mod to the game and it is a work in progress - everyone can contribute by creating an account and editing the pages. Please use the Talk button to discuss any aspects of this wiki. If you want to discuss the mod with its creators, please use the [http://www.nexusmods.com/xcom/mods/88/?tab=5&amp;amp;navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fmoddiscussions%2F%3Fid%3D88%26page%3D1&amp;amp;pUp=1? Nexus forums] or the [http://www.longwarstudios.com/phpBB3/index.php? Long War Studios forums].&lt;br /&gt;
&lt;br /&gt;
If you would like to contribute and are looking for what to do, please consult our [[ To Do List (Long War)| To Do List]].&lt;br /&gt;
&lt;br /&gt;
All information on this wiki relates to the latest version of Long War, which is &#039;&#039;&#039;Long War 1.0&#039;&#039;&#039;. To download Long War use this [http://www.nexusmods.com/xcom/mods/88/? link].&lt;br /&gt;
&lt;br /&gt;
Long War is in beta so expect some bugs, including remnants from the vanilla game. You can find the complete change log and known bugs list [[Change Log (Long War)|here]]. Always keep a recent save file, as the game may unexpectedly crash. The developers recommend switching on Autosave and playing Iron Man at your own peril. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-left: auto; margin-right: 0px; background:#333333&amp;quot;&lt;br /&gt;
|[[File:Long War Intro 1.png|400px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Long War Intro 2.png|400px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Long War Intro 3.png|400px]]&lt;br /&gt;
|}&lt;br /&gt;
{{:Long War Table}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Long_War&amp;diff=72627</id>
		<title>Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Long_War&amp;diff=72627"/>
		<updated>2016-08-24T22:06:38Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: Removing the IRC link as it appears unused nowadays.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Long War Header 2.png|980px|link=Long War|Long War Main Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the XCOM: Long War wiki, a part of UFOPaedia.org. [http://www.nexusmods.com/xcom/mods/88/? Long War] is a mod designed for [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] with the expansion [[XCOM: Enemy Within (EU2012)|XCOM: Enemy Within]] that introduces more than 700 changes, large and small, to the vanilla version of the game. It is harder and longer than the vanilla version but gives you many more tools to combat the alien threat.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Long War wiki is meant to explain the main changes introduced by the mod to the game and it is a work in progress - everyone can contribute by creating an account and editing the pages. Please use the Talk button to discuss any aspects of this wiki or use the Nexusmods forums if you want to discuss the mod with its creators. &lt;br /&gt;
&lt;br /&gt;
If you would like to contribute and are looking for what to do, please consult our [[ To Do List (Long War)| To Do List]].&lt;br /&gt;
&lt;br /&gt;
All information on this wiki relates to the latest version of Long War, which is &#039;&#039;&#039;Long War 1.0&#039;&#039;&#039;. To download Long War use this [http://www.nexusmods.com/xcom/mods/88/? link].&lt;br /&gt;
&lt;br /&gt;
Long War is in beta so expect some bugs, including remnants from the vanilla game. You can find the complete change log and known bugs list [[Change Log (Long War)|here]]. Always keep a recent save file, as the game may unexpectedly crash. The developers recommend switching on Autosave and playing Iron Man at your own peril. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-left: auto; margin-right: 0px; background:#333333&amp;quot;&lt;br /&gt;
|[[File:Long War Intro 1.png|400px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Long War Intro 2.png|400px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Long War Intro 3.png|400px]]&lt;br /&gt;
|}&lt;br /&gt;
{{:Long War Table}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=66007</id>
		<title>Soldiers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=66007"/>
		<updated>2015-06-24T09:24:13Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Hidden Potential */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_M-F.png|left|256px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Squad ==&lt;br /&gt;
Long War&#039;s starting squad size is 6. It can be increased to 8 with Officer Training School upgrades as usual (though the prerequisites for the upgrades are a little different). When defending the XCOM HQ the squad size is fixed at 6. Covert extraction missions are fixed at 4 + the covert operative. The Super Skyranger upgrade will allow an additional 2 soldiers on alien base and Exalt HQ assaults, and an extra 4 soldiers on the final mission. To off-set the increased squad size, soldier classes have been made much more specific in their roles.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. Long War allows you some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Scout-Sniper, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk:&lt;br /&gt;
* Scout-Sniper -&amp;gt; [[Scout (Long War)|Scout]] or [[Sniper (Long War)|Sniper]]&lt;br /&gt;
* Tactical -&amp;gt; [[Infantry (Long War)|Infantry]] or [[Assault (Long War)|Assault]]&lt;br /&gt;
* Weapons -&amp;gt; [[Gunner (Long War)|Gunner]] or [[Rocketeer (Long War)|Rocketeer]]&lt;br /&gt;
* Support -&amp;gt; [[Medic (Long War)|Medic]] or [[Engineer (Long War)|Engineer]]&lt;br /&gt;
If you don&#039;t want either of the classes for that soldier you can choose the third Random option to choose a random class of the other 6.&lt;br /&gt;
&lt;br /&gt;
The new classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner&#039;s ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Scout can draw out overwatch fire for the Assault, allowing the Assault to move up, meanwhile also checking with a Battle Scanner that the Assault&#039;s destination doesn&#039;t have extra enemies hiding nearby.&lt;br /&gt;
&lt;br /&gt;
== Fatigue==&lt;br /&gt;
In Long War soldiers suffer from Fatigue. After finishing a mission they must rest for several days. You can deploy a fatigued soldier if you must, but then they&#039;ll receive a fatigue injury, and need a longer rest session that can&#039;t be skipped. This is very important to how you play the game, since your roster of soldiers must be much larger to allow rotating soldiers in and out due to fatigue.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially if the Slingshot and Progeny DLC are activated. Try to spread the experience around, and take advantage of easier missions to get low rank soldiers - the last thing you want is for an important mission to come up and only have raw recruits ready to go. Note that OTS upgrades are no longer tied to your highest soldier&#039;s rank.&lt;br /&gt;
&lt;br /&gt;
By mid-game you might seriously start to consider if some missions are worth it. When faced with shooting down a Scout or Fighter during the middle of the month, it might be wise to take a step back and think. &amp;quot;Do I really want to assault it?&amp;quot; Check your roster and see how many soldiers are fatigued and for how long. Getting 6 soldiers fatigued for 5 days for the relatively small haul you get from a Scout might not be worthwhile.&lt;br /&gt;
&lt;br /&gt;
Fatigue on soldiers also highlights the importance of the S.H.I.V, as they do not suffer any fatigue, meaning that they can effectively be taken on several missions in quick succession (provided they aren&#039;t damaged during a mission). However they do not gain any experience, which could be potentially given to soldiers.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
The default option for Long War is that soldiers have randomized starting stats. The stats for soldiers are generated with a points system, so while soldiers will be different, their overall quality should be the same. The Second Wave option Strict Screening  will give your soldiers fixed starting stats.&lt;br /&gt;
&lt;br /&gt;
In addition to the normal stats of mobility, aim, will and HP, Long War soldiers also have a built in defence stat. In Long War you can expect your soldiers&#039; starting Will to be much lower than in vanilla XCOM, making panic much more of a problem early game.&lt;br /&gt;
&lt;br /&gt;
The aim progression of the various classes do not differ as wildly in Long War as they do in vanilla. For example, the vanilla Heavy gains +10 aim from ranks, compared to the vanilla Sniper&#039;s +40, for a 30 aim difference. In comparison, the Long War Engineer gains 18 aim to the Sniper&#039;s 28, a much smaller, though still significant, 10 aim difference. HP progression on the other hand differs slightly more between classes. In vanilla, excepting gains from perks, the classes all gain 4 HP except the Sniper who gains one less. In Long War HP progression varies from 2 HP up to 4 HP.&lt;br /&gt;
&lt;br /&gt;
Master sergeants also will gain a +1 bonus to a random stat every four missions. The stat chosen has a 10% chance to be HP, 30% chance to be aim, 30% chance to be will, or a 30% chance to be defense. These stat boosts are capped at 20 HP, 120 aim, 120 will, and 20 defense, which means if, for example, your soldier has 120 aim and rolls for an aim boost, aim will not increase.&lt;br /&gt;
&lt;br /&gt;
== Hidden Potential ==&lt;br /&gt;
With the Second Wave option &amp;quot;Hidden Potential&amp;quot; enabled, stat gain will be as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Chance to get +1 HP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! || Assault  || Infantry || Rocketeer || Gunner || Sniper  || Scout || Medic || Engineer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;||70%||60%||60%||70%||20%||20%||60%||70%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;||40%||30%||30%||40%||20%||20%||30%||40%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Corporal&#039;&#039;&#039;||70%||30%||30%||70%||50%||50%||30%||70%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;||40%||60%||60%||40%||20%||20%||60%||40%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;||70%||30%||30%||70%||20%||20%||30%||70%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;||40%||30%||30%||40%||20%||20%||30%||40%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;||70%||60%||60%||70%||50%||50%||60%||70%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Average at max rank&#039;&#039;&#039;||+4||+3||+3||+4||+2||+2||+3||+4&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Aim per level&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! || Assault  || Infantry || Rocketeer || Gunner || Sniper  || Scout || Medic || Engineer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;      ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;  ||1-3||1-5||1-5||1-3||2-6||1-5||1-3||1-3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Corporal&#039;&#039;&#039;        ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;        ||1-3||1-5||1-5||1-3||2-6||1-5||1-3||1-3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;   ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;||1-3||1-5||1-5||1-3||2-6||1-5||1-3||1-3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039; ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Average at max rank&#039;&#039;&#039;||+18||+21||+21||+18||+28||+25||+18||+18&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Will per level&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! || Assault  || Infantry || Rocketeer || Gunner || Sniper || Scout || Medic || Engineer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;      ||2-9||2-9||2-9||2-9||2-9||2-9||2-11||2-9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;  ||2-9||2-9||2-9||2-9||2-9||2-9||2-11||2-9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Corporal&#039;&#039;&#039;        ||1-6||1-6||1-6||1-6||1-6||1-6||1-7||1-6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;        ||1-6||1-6||1-6||1-6||1-4||1-6||1-6||1-6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;   ||1-6||1-6||1-6||1-6||1-4||1-6||1-6||1-6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;||1-6||1-6||1-6||1-6||1-4||1-6||1-6||1-6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039; ||1-6||1-6||1-6||1-6||1-4||1-4||1-6||1-6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Average at max rank&#039;&#039;&#039;||+25||+25||+25||+25||+21||+24||+28||+25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=64325</id>
		<title>The Council (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=64325"/>
		<updated>2015-05-05T16:44:02Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Country starting bonuses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File: ShadowSpeeker.png|left|256px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Long War you receive funding from all countries at the start of the game, regardless of whether you have satellite coverage or not. Their funding will increase if you give them satellite coverage, but establishing satellite coverage is no longer as important for your income as it is in vanilla. If a country leaves the project it will cease funding you.&lt;br /&gt;
&lt;br /&gt;
On the other hand, having satellite coverage now gives you tangible bonuses under the form of one starting bonus and many satellite coverage bonuses. Also having full coverage over a continent grants a specific bonus, much like in vanilla, but the bonuses have been shuffled around and changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Continent-wide bonuses ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Continent-wide bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Continent !! | Name !! | Effect  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;North America &amp;lt;/b&amp;gt; ||  Air Superiority||  Aircraft and aircraft weapons cost 25% less to purchase and maintain.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;South America &amp;lt;/b&amp;gt; || Power to the People || Power facilities cost 30% less to build and maintain. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Asia &amp;lt;/b&amp;gt; || New Warfare|| Foundry projects have cash, alloy and elerium cost reduced by 25% percent. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Africa &amp;lt;/b&amp;gt; || Architects of the Future || Laboratories and Workshops cost 30% less to build and maintain.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Europe &amp;lt;/b&amp;gt; || Wealth of Nations|| Monthly XCOM funding increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Unlike the vanilla game, in Long War you no longer acquire your starting continent&#039;s bonus from the start. To acquire any bonus you require full satellite coverage of said continent.&lt;br /&gt;
&lt;br /&gt;
== Country starting bonuses ==&lt;br /&gt;
&lt;br /&gt;
Since beta 15, the XCOM newly commissioned commander can chose the country where the primary base will be built. This choice entails a certain starting bonus, or not, depending on your choice. This bonus does not stack with the satellite coverage bonuses from the same country. Currently most starting countries have 2 or more starting bonuses to chose form, giving you a wider replayability for future campaigns. &lt;br /&gt;
&lt;br /&gt;
If you do not want to have a special starting bonus, you can chose &amp;lt;i&amp;gt; On Our Own&amp;lt;/i&amp;gt; available for some starting countries.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Country starting bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Country !! | Continent !! | Name !! | Effect  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]&amp;lt;b&amp;gt;Argentina &amp;lt;/b&amp;gt; || South America||  Patriae Semper Vigilis||  All soldiers receive +5 will. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Australia.png|center|64x32px|Australia]]&amp;lt;b&amp;gt;Australia &amp;lt;/b&amp;gt; || Asia ||  Per Ardua Ad Astra||  All soldiers receive +5 ability points for stat rolls upon recruitment.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America||  Jungle Scouts||  Early armors (Tac Vest and Tac, Kestrel, Phalanx and Aurora Armors) receive an additional small item slot until Tactical Rigging is developed.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America||  Expertise|| +15% bonus to research credits from interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America||  Advanced Preparations||  XCOM HQ starts with a Laboratory and Workshop already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America||  Cadre ||  Start with four corporals in the barracks, one of each supraclass.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia||  Wei Renmin Fuwu||  Start with a Workshop and Repair Bay already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia||  Xenological Remedies||  100% bonus cash from alien corpse and wreck sales.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia||  Deus Ex||  50% reduction in genemod meld and cash cost and modification time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa||  Gift of Osiris||  Fatigue from psi powers, genemods and officer ranks reduced by 50%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa||  For the Sake of Glory|| Start with Advanced Repair foundry project, which grants faster repair time for aircraft, mechanized units and damaged soldier gear.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe|| Quai d&#039;Orsay|| Country item requests occur 40% faster; fulfilled requests provide 40% additional defense, and intel scans cost 40% less.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe|| Foreign Legion|| Start with 20 additional soldiers in the barracks.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  Skunkworks||  XCOM HQ starts with the Foundry already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  Baumeister||  Facility construction time reduced by 33%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  NeoPanzers||  50% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of India.png|center|64x32px|India]]&amp;lt;b&amp;gt;India&amp;lt;/b&amp;gt; || Asia||  Jai Jawan||  Start with 2 additional interceptors in your home base and Elerium Afterburners foundry project, granting extended interception time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Ring of Fire||  XCOM HQ has 3 additional Steam Vents.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Ghost In the Machine||  SHIVs receive +10 aim, and you start the campaign with two SHIVs in the barracks.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Kiryu-Kai Commander||  Start with a Master Sergeant of a random class on your roster.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Robotics||  +5 bonus aim for new SHIVs and MEC troopers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America||  Wealthy Benefactor||  Start with 500 bonus cash.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America||  Ancient Artifact||  Start the campaign with an Illuminator Gunsight small item.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America||  Legacy of Uxmal||  20% bonus to psionic training chances.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa||  Pax Nigeriana||  All soldiers receive +1 mobility.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa||  The Old Path||  50% reduction in psi training time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe|| Sukhoi Company||  Start with Enhanced Avionics foundry project, granting +10% to hit during air combat.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe||  Roscosmos||  Start with an additional satellite uplink, and all satellites cost 50% less to build.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa|| Resourceful||  Start with Alien Metallurgy and Advanced Salvage foundry projects (bonus alloys and weapon fragments).&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa||  Survival Training||  All soldiers receive +1 hit point.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe||  Special Air Service||  All soldiers receive +3 aim.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe||  Their Finest Hour||  Start with Penetrator Weapons foundry project, granting interceptor weapons increased armor piercing capabilities.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe||  Sandhurst||  33% reduction in ranks required to unlock Officer Training School projects.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  Special Warfare School||  Officer Training School Projects cost 90% less.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  Cheyenne Mountain||  XCOM HQ starts with all elevators already built, and excavation costs are reduced by 50%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  We Have Ways||  75% reduction in time to complete autopsies and interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  On Our Own||  No unique bonus.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Country satellite bonuses ==&lt;br /&gt;
&lt;br /&gt;
These are secondary bonuses that you acquire by having a satellite orbit a country. Some of them have an identical effect with one of the starting bonuses for that country, but have a lesser impact as well.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Country satellite bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Country !! | Continent !!  New staff member per month !! | Name !! | Effect &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]&amp;lt;b&amp;gt;Argentina &amp;lt;/b&amp;gt; || South America|| +1 Engineer ||  Bounties||  20% bonus cash from abductions. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Australia.png|center|64x32px|Australia]]&amp;lt;b&amp;gt;Australia &amp;lt;/b&amp;gt; || Asia || +1 Engineer ||  Army of the Southern Cross||  +2 bonus aim for newly promoted gunners and rocketeers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America|| +1 Scientist ||  Expertise|| +10% bonus to research credits from interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America|| +1 Scientist ||  Task Force Arrowhead||  +2 bonus will for new engineers and medics.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia|| +1 Engineer ||  Xenological Remedies||  34% bonus cash from alien corpse and wreck sales.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa|| +1 Engineer ||  Call to Arms||  25% reduction in fatigue from genemods.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe|| +1 Scientist || Cyberware||20% reduction in meld required for MEC primary weapons and tactical subsystems.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe|| +1 Engineer ||  NeoPanzers||  15% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of India.png|center|64x32px|India]]&amp;lt;b&amp;gt;India&amp;lt;/b&amp;gt; || Asia|| +1 Engineer ||  Jai Vidwan|| +5% research bonus for each lab adjacency.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia|| +1 Scientist ||  Robotics||  +2 bonus aim for new SHIVs and MEC troopers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America|| +1 Engineer ||  Legacy of Uxmal||  10% bonus to psionic training chances.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa|| +1 Scientist ||  The Old Path||  20% reduction in psi training time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe|| +1 Scientist || Spetznaz||  +1 bonus HP for new infantry and assault soldiers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa|| +1 Scientist || 1st Recce||  +2 bonus defense for newly promoted snipers and scouts.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe|| +1 Scientist ||  Cadre||  15% reduction in ranks required to unlock Officer Training School projects.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America|| +1 Scientist ||  We Have Ways||  25% reduction in time to complete autopsies and interrogations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Council interaction with Xcom ==&lt;br /&gt;
&lt;br /&gt;
Panic works significantly differently. Panic is now a smooth continuum from 0 to 100, rather than 5 discrete levels. Rather than vanilla abductions, the aliens will mount missions to destabilize a country. This will happen regardless of whether you detect the UFO or not. Shooting down a UFO, or assaulting it on the ground if it lands will prevent it from completing its mission and panic won&#039;t increase. If you allow a UFO to complete its mission, even if you never saw it, panic will increase. This makes establishing satellite coverage important for panic control, since defending countries with no coverage is difficult.&lt;br /&gt;
&lt;br /&gt;
Countries will frequently make requests of you for materials and resources, likely more than you can fulfill. By giving them these resources you will improve their ability to resist the aliens&#039; influence on their own. The resistance level of a country is visible in the Council screen by the shield icon next to a country&#039;s panic level.  It ranges from 0-100, with the amount filled determining the percentage chance that a country will 1) Reduce panic from any source by half, and 2) scramble satellite hunters, preventing them from locating a satellite over that country.&lt;br /&gt;
&lt;br /&gt;
Unlike in the vanilla game, XCOM can continue fighting as long as a single country is still in the project. In the first few days of the game a single country will side with the aliens and leave the project, even though its panic level is low, this is normal. Countries that leave the project will have an alien base built in their borders, and assaulting that base will cause the country to come back to XCOM.  Conversely, aliens with high resources can expend them to send overseer ships into countries following a scout and transport ship mission, taking the country instantly.&lt;br /&gt;
&lt;br /&gt;
===Funding ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Country Funding by Continent&lt;br /&gt;
|- &lt;br /&gt;
! North America !! South America !! Africa !! Europe !! Asia&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*United States: §160&lt;br /&gt;
*Canada: §90&lt;br /&gt;
*Mexico: §80&lt;br /&gt;
|&lt;br /&gt;
*Argentina: §70&lt;br /&gt;
*Brazil: §100&lt;br /&gt;
|&lt;br /&gt;
*Egypt: §80&lt;br /&gt;
*South Africa: §70&lt;br /&gt;
*Nigeria: §80&lt;br /&gt;
|&lt;br /&gt;
*United Kingdom: §110&lt;br /&gt;
*Russia: §100&lt;br /&gt;
*France: §120&lt;br /&gt;
*Germany: §140&lt;br /&gt;
|&lt;br /&gt;
*China: §130&lt;br /&gt;
*Japan: §150&lt;br /&gt;
*India: §100&lt;br /&gt;
*Australia: §80&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Funding Without Satellite &lt;br /&gt;
|- &lt;br /&gt;
! Normal !! | Classic !! | Brutal !! | Impossible&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 40% || 33% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=63428</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=63428"/>
		<updated>2015-03-09T08:07:59Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: Correcting math error...I think?&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=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Carbide Plating&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || Reflex Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Counterfire Pod&amp;lt;br /&amp;gt;(SHIV) || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Neural Feedback&amp;lt;br /&amp;gt;(Psi Power) || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;SHIV Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 10 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 25 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 70 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 40 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 16 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 30 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 40 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SHIV Defenses || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 40 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Cybernetics (?) || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 30 || 100 || 50 || 20 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Cybernetics (?) || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 100 || 40 || 50 || 30 || 85&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Cybernetics (?) || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 40 || 100 || 50 || 30 || 85&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 30 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 30 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 20 || - || 50 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 30 || - || 50 || - || 12&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 60 || 10 || 100 || - || 28&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 60 || 10 || 100 || - || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 80 || 100 || 150 || - || 50&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 80 || 100 || 150 || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || 40 || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 70 || 70 || 200 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 70 || 80 || 200 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 30 || 40 || 150 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 60 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;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>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=62605</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=62605"/>
		<updated>2015-01-02T09:57:59Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Sniper Rifle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&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;
&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 or as aiming aid for rocketeers in their aiming of explosives (much like you might otherwise issue them regular carbines). 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 expense of 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 weapon models. &lt;br /&gt;
&lt;br /&gt;
Note: There are plans to give this tier of weaponry additional damage reduction penetration in &#039;&#039;&#039;future editions&#039;&#039;&#039; of the mod. (b14)&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.&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.&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;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&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;5&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}}&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;5&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 || +7 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer|| 15|| Beam weapons || 30 || 3 || 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 || 175 || 25 || 20 || 1 || 12&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;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&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;5&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}}&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 || -10 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0|| None || colspan=&amp;quot;5&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 || -3 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 15|| Beam weapons  || 30 || 3 || 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 || -10 || -1 || 3+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 28 || Gauss Weapons || 40 || 4 || 1 || 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) || 10% || 6-9 || -10 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 60 || Pulse Lasers || 80 || 12 || 8 || 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 || -10 || -2 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90 || Compact Plasma Weapons || 230|| 30 || 20 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SMG&#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;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&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;5&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}}&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;5&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 || +7 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam Weapons || 35 || 3 || 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}} || .33 DR reduction || All || 28 || Gauss Weapons || 75 || 6 || 1 || 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) || 10% || 8-11 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 62 || Pulse Lasers || 120 || 15 || 10 || 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 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 200 || 30 || 20 || 1 || 12&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;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&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;5&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}}&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) || 5% || 4-5 || +7 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan=&amp;quot;5&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) || 5% || 5-7 || +15 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 40 || 3 || 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) || 5% || 6-9 || +7 || +1 || 4+1 || 30 || {{Yes Icon}} || .33 DR reduction || All || 30 || Gauss Weapons || 95 || 8 || 2 || 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) || 15% || 8-11 || +7 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 63 || Pulse Lasers || 180 || 15 || 15 || 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) || 5% || 9-12 || +7 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 280 || 30 || 25 || 1 || 12&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, although it does not confer the snap shot perk. 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;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&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;5&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}}&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) || 10% || 5-7 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan=&amp;quot;5&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) || 10% || 6-9 || +7 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 50 || 3 || 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) || 10% || 8-11 || 0 || 0 || 4+1 || 30 || {{Yes Icon}} || .33 DR reduction || All || 30 || Gauss Weapons || 100 || 12 || 2 || 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) || 20% || 9-12 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 60 || Pulse Lasers || 200 || 20 || 15 || 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) || 10% || 10-14 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer|| 95 || Advanced Plasma Weapons || 380 || 40 || 30 || 2 || 14&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 || 0 || 0 || 2+1 || 200 (30) || {{No Icon}} || Grants Disabling Shot, Cannot fire after any costly action || All except Gunners and Rocketeers || 25 || Xenoneurology &amp;lt;br/&amp;gt; New Combat Systems || 60 || 2 || 2 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;===&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage and have one additional burst relative to assault rifles, but carry a mobility penalty and a hefty aim penalty.  They are best used by experienced soldiers who can aim well enough to offset the penalty (Infantry in particular, thanks to their high aim progression and ability to fire multiple times per turn cycle).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;18&amp;quot; | Battle 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;5&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}}&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) || 15% || 6-9 || -15 || -1 || 4+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 0 || None || colspan=&amp;quot;5&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) || 15% || 8-11 || -8 || -1 || 4+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 20 || Advanced Beam Lasers || 70 || 4 || 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) || 15% || 9-12 || -15 || -1 || 5+1 || 30 || {{Yes Icon}} || .33 DR reduction || Infantry, Assault, Scout, Medic, Engineer || 40 || Advanced Gauss Weapons || 140 || 15 || 5 || 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) || 25% || 10-14 || -15 || -1 || 4+1|| 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 67 || Advanced Pulse Lasers || 220 || 25 || 20 || 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) || 15% || 11-16 || -15 || -1 || 4+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 105 || Heavy Plasma Weapons || 400 || 40 || 28 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Shotgun&#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;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&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;5&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}}&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) || 20% || 8-11 || 0 || 0 || 5+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;5&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) || 5% || 8-11 || -15 || -1 || 1 || 3 || {{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) || 20% || 9-12 || +7 || 0 || 3+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 || 80 || 3 || 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) || 20% || 10-14 || 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;.33 DR reduction&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 32 || Advanced Gauss Weapons || 150 || 18 || 5 || 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) || 30% || 11-16 || 0 || 0 || 3+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 || 62 || Advanced Pulse Weapons || 250 || 20 || 20 || 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) || 20% || 13-18 || 0 || 0 || 3+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 || 102 || Sectopod Autopsy || 500 || 40 || 30 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sniper Rifle&#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;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&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;5&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}}&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) || 25% || 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;5&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) || 25% || 8-11 || +7 || -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 || 4 || 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) || 10% || 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;.33 DR reduction || Sniper || 35 || Advanced Gauss Weapons || 250 || 15 || 5 || 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) || 35% || 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 || 25|| 20 || 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) || 25% || 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 || Sniper || 105 || Precision Plasma Weapons || 500 || 45 || 30 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Marksman Rifle&#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;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&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;5&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}}&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) || 15% || 6-9 || 0 || 0 || 5+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 0 ||None || colspan=&amp;quot;5&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) || 15% || 8-11 || +7 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 18 || Advanced Beam Lasers || 50 || 3 || 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) || 15% || 9-12 || 0 || 0 || 4+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty&amp;lt;br&amp;gt;.33 DR reduction || Scout, Sniper || 35 || Advanced Gauss Weapons || 120 || 15 || 3 || 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) || 25% || 10-14 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 67 || Advanced Pulse Lasers || 220 || 25 || 20 || 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) || 15% || 11-16 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 102 || Precision Plasma Weapons || 450 || 40 || 30 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squad Automatic Weapon&#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;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&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;5&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}}&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;5&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 || +7 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 65 || Beam Weapons || 60 || 4 || 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}} || .33 DR reduction || Gunner || 32 || Gauss Weapons || 110 || 15 || 2 || 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) || 10% || 10-14 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 65 || Pulse Lasers || 230 || 30 || 20 || 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 || {{No Icon}} || - || Gunner || 98 || Advanced Plasma Weapons || 500 || 45 || 30 || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Light Machine Gun&#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;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&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;5&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}}&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) || 5% || 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;5&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) || 5% || 9-12 || +7 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 18 || Beam weapons || 60 || 5 || 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) || 5% || 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;.33 DR reduction || Gunner || 40 || Gauss Weapons || 140 || 16 || 3 || 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) || 15% || 11-16 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 64 || Pulse Lasers || 215 || 35 || 22 || 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) || 5% || 13-18 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 105 || Heavy Plasma Weapons || 500 || 48 || 32 || 2 || 20&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;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&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;5&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}}&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}} || - || Rocketeer|| 0 || None || colspan=&amp;quot;5&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}} || .33 DR reduction|| Rocketeer|| 35 || Advanced Gauss Weapons || 100 || 25 || 3 || 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}} || - || Rocketeer|| 110 || Fusion Weapons || 600 || 60 || 65 || 2 || 20&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;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&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;5&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}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Minigun Long War.png|center|128x64px]]&#039;&#039;&#039;Minigun&#039;&#039;&#039; || 6-10 (8) || 10% || 10-14 || 0 || 0 || 2+1 || 36 (30) || {{No Icon}} || - || MEC || 0 || None || colspan=&amp;quot;5&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; || 7-11 (9) || 10% || 11-16 || +7 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 20 || Advanced Beam Lasers || 80 || 5 || 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; || 7-13 (10) || 10% || 13-18 || 0 || 0 || 4+1 || 36 (30) || {{No Icon}} || .33 DR reduction, no suppression || MEC || 35 || Advanced Gauss Weapons || 120 || 25 || 3 || 15 || 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) || 20% || 13-18 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 65 || Advanced Pulse Lasers || 240 || 35 || 24 || 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) || 10% || 14-19 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || No suppression || MEC || 105 || Heavy Plasma Weapons || 450 || 45 || 40 || 35 || 14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;MEC Seconday Weapons&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
With each upgrade of the MEC suit the number of utility items decreases while the number of secondary weapon systems 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;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | MEC Secondary 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;5&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}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flamethrower Long War.png|center|128x64px]]&#039;&#039;&#039;Flamethrower&#039;&#039;&#039; || 4-10 (7) || 0% || 8-11 || - || -1 || 2 || Cone || {{No Icon}} || Incendiary area attack causing panic: Will test against 50, 80 with Jellied Elerium upgrade. || MEC || 20 || MEC Warfare Systems || 85 || 0 || 0 || 10 || 7&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 (12) || 0% || 15-21 || - || -1 || ∞ || Melee || {{No Icon}} || Close combat weapon || MEC || 22 || Floater Autopsy || 200 || 15 || 2 || 18 || 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; || 3-7 (10) || 0% || - || - || -1 || 2 || 17 || {{No Icon}} || Indirect-fire Grenade Launcher || MEC || 35 || Gauss Weapons || 150 || 12 || 0 || 12 || 10&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Proximity Mine Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Prox. Mine Launcher&#039;&#039;&#039; || 6-12 (9) || 0% || - || - || -1 || 3 || 17 || {{No Icon}} || Fires Proximity Mines || MEC || 40 || Advanced Gauss Weapons || 150 || 12 || 0 ||  20 || 14&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 || 120 || 0 || 0 || 20 || 14 &lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Electro Pulse Long War.png|center|128x64px]]&#039;&#039;&#039;Electro Pulse&#039;&#039;&#039; || 3-9 (6) || 0% || - || - || -1 || ∞ || 17 || {{No Icon}} || Stuns robots. 3 turn cooldown || MEC || 85 || EMP Weapons || 180 || 15 || 15 || 25 || 14&lt;br /&gt;
|-&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;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&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;5&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}}&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) || 10% || 9-12 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 0 || None  || colspan=&amp;quot;5&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) || 10% || 10-14 || +7 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 20 || Advanced Beam Lasers || 80|| 5 || 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) || 10% || 11-16 || 0 || 0 || 4+1 || 30 || {{No Icon}} || .33 DR reduction || SHIV || 35 || Gauss Weapons || 120|| 15 || 3 || 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) || 20% || 13-18 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 65 || Pulse Lasers || 300|| 35 || 25 || 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) || 10% || 14-19 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 100 || Vehicular Plasma Weapons|| 500|| 45 || 40 ||3 || 21&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;
== 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>Jozrael</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chance_to_Hit_(EU2012)&amp;diff=62038</id>
		<title>Chance to Hit (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chance_to_Hit_(EU2012)&amp;diff=62038"/>
		<updated>2014-11-30T08:25:20Z</updated>

		<summary type="html">&lt;p&gt;Jozrael: /* Solder Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocleft}}[[Image:SCOPE_bonus_stack.jpg|right|thumb|250px|An example of the shot info display.]]In &#039;&#039;[[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]&#039;&#039;, the [[Gameplay_Mechanics_(EU2012)|game mechanic]] that determines whether any given shot will land on your target is based on the sum total of a number of variables. Some work for you, some work against you, but all are additive: if you&#039;re told that shiny new rifle gives you a +10% Aim, then indeed your final chance to hit simply goes up from eg 65% to 75% when using it. The chance to score a [[Critical_Hits_(EU2012)|critical hit]] is calculated in much the same way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aim&#039;&#039;&#039; (or &#039;&#039;&#039;Attack&#039;&#039;&#039;) is the base statistic each unit has which accounts for the bulk of its accuracy in battle. For [[Soldiers (EU2012)|XCOM soldiers]], this goes up at a set rate based on [[Soldiers_(EU2012)#Ranks|rank]] and [[Classes_(EU2012)|class]], whereas for [[Alien_Life_Forms_(EU2012)|aliens]] it&#039;s determined by their race and the [[Difficulty_(EU2012)|difficulty level]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defence&#039;&#039;&#039;, on the other hand, is the statistic which lowers each unit&#039;s chance to &#039;&#039;be&#039;&#039; hit. Your units may improve their base defence stat pre-battle by donning certain forms of [[Armor_(EU2012)|armour]] (keeping in mind that most only grant additional health points, lessening the &#039;&#039;effects&#039;&#039; of damage, rather then your chance to avoid it altogether). Some alien races have an innate defensive bonus which is increased on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
In addition, units may source additional aim/defence bonuses from [[#Solder Stats|soldier perks]], [[#Other Factors|terrain factors]] and [[#Equipment|equipment]], [[Cover_(EU2012)|cover]] being one of the most important examples.&lt;br /&gt;
&lt;br /&gt;
Just before OK&#039;ing a shot on your target, you may select &amp;quot;More Info&amp;quot; within the game&#039;s HUD to see a list of which modifiers would apply to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chance to Hit Calculation==&lt;br /&gt;
The actual formula [http://forums.nexusmods.com/index.php?/topic/1464650-long-war-3-ew-beta-feedback/page-241#entry13574005] seems to be:  &lt;br /&gt;
&lt;br /&gt;
 Aim (unit stat + modifiers) - Defence (unit stat + modifiers) = total (clamped to 1%, if negative) + range modifier = final result&lt;br /&gt;
&lt;br /&gt;
This formula explains the oddities of when units get hit while hunkered down in full cover, since it is impossible to completely miss a shot due to the clamp. The later addition of the range bonus after the aim/defence values are calculated also makes it more likely to get a hit, if the shooter is close to the target. &lt;br /&gt;
&lt;br /&gt;
==Soldier Stats==&lt;br /&gt;
A typical XCOM rookie starts off with a flat 65 Aim stat. Generally, as their [[Soldiers_(EU2012)#Ranks|rank]] improves, they gain additional points at a static rate (that is to say, a Lieutenant Sniper will always have an Aim stat of 84). [[Second_Wave_(EU2012)|Second Wave]] options can instead be used to mix up the abilities of your ranks -  &#039;&#039;&amp;quot;Not Created Equally&amp;quot;&#039;&#039; has them start with an aim stat of somewhere from 55 to 80, whereas &#039;&#039;&amp;quot;Hidden Potential&amp;quot;&#039;&#039; randomises their gains.&lt;br /&gt;
&lt;br /&gt;
The [[DLC (EU2012)|DLC]] unit [[Shaojie Zhang (EU2012)|Shaojie Zhang]] has an extra +5 Aim relative to other non-[[Second_Wave_(EU2012)|Second Wave]] affected heavies. [[Hero (EU2012)|Heroes]] may also exceed the norm ([[Ken Levine (EU2012)|Ken Levine]] in particular clocks in with a massive score of 200, nearly double the usual potential of his sniper class!).&lt;br /&gt;
&lt;br /&gt;
In addition to their base stats, each [[Classes_(EU2012)|class]] may choose from a variety of perks which can potentially improve accuracy, decrease it in exchange for another bonus, raise their defence, or affect the aim/defence values of other units in play:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS ASSAULT.png|left|24px]]&#039;&#039;&#039;[[Assault (EU2012)|Assaults]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|The [[Assault (EU2012)|Assault]] class sports moderate accuracy, but their shotguns grant huge bonuses at near range - and they&#039;re very good at closing the distance. At distances further then ten tiles, their pistols (or perhaps rifles, if equipped) make for more reliable damage, albeit somewhat reduced in power. They can acquire abilities that improve their defence when up in the alien&#039;s faces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 70 (+5) || 73 (+3) || 76 (+3) || 79 (+3) || 82 (+3) || 85 (+3) || 89 (+4) || &#039;&#039;+ 24&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Flush&amp;lt;/font&amp;gt;: Reduced [[Damage_(EU2012)|damage]] for a +30% aim (also forces the target to move).&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Rapid Fire&amp;lt;/font&amp;gt;: Two shots, but at a -15% aim penalty to each.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Tactical Sense&amp;lt;/font&amp;gt;: A +5% defensive bonus for every enemy unit that the assault can see (up to 20%).&lt;br /&gt;
*&amp;lt;font color=blue&amp;gt;Aggression&amp;lt;/font&amp;gt;: A +10% [[Critical_Hits_(EU2012)|crit chance]] bonus for every enemy unit that the assault can see (up to 30%).&lt;br /&gt;
*&amp;lt;font color=blue&amp;gt;Close &amp;amp; Personal&amp;lt;/font&amp;gt;: Up to a +30% [[Critical_Hits_(EU2012)|crit chance]] bonus depending on the distance to the target &#039;&#039;(what distances for what bonuses?)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS HEAVY.png|left|24px]]&#039;&#039;&#039;[[Heavy (EU2012)|Heavies]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy (EU2012)|Heavies]] have very poor aim compared to other classes, but make up for it with a number of abilities which ignore the stat, and at close range their accuracy improves somewhat. Their rockets always have at least a 90% chance to strike their targets, and having them open up on your enemies first can often result in them destroying alien [[Cover_(EU2012)|cover]] or granting other accuracy benefits to their squad-mates (whether the heavies themselves manage to hit or not).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 67 (+2) || 68 (+1) || 69 (+1) || 70 (+1) || 71 (+1) || 73 (+2) || 75 (+2) || &#039;&#039;+10&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Holo-Targeting&amp;lt;/font&amp;gt;: +10% aim to all other allied fire on the target until next turn.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Suppression&amp;lt;/font&amp;gt;: The [[Suppression_(EU2012)|Suppression]] ability inflicts a -30% to the target&#039;s aim until next turn or until the heavy is damaged. If Danger Zone is taken it can affect multiple units close to the target, and with Mayhem, it also deals slight (but guaranteed) damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS SNIPER.png|left|24px]]&#039;&#039;&#039;[[Sniper (EU2012)|Snipers]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper (EU2012)|Snipers]] gain no accuracy bonuses from their high-powered rifles, and in fact take a &#039;&#039;penalty&#039;&#039; if they try to use them at close range (pistols have a better chance to hit at distances less then ten tiles). However, their innate accuracy stats are through the roof, and optional abilities at higher ranks may push them even higher.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 75 (+10) || 78 (+3) || 81 (+3) || 84 (+3) || 88 (+4) || 95 (+7) || 105 (+10) || &#039;&#039;+ 40&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Damn Good Ground&amp;lt;/font&amp;gt;: A passive +10% aim &#039;&#039;and&#039;&#039; defence while above the target (even if flying by way of [[Archangel_Armor_(EU2012)|Archangel Armour]]).&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Executioner&amp;lt;/font&amp;gt;: A passive +10% aim if the target has less then 50% health.&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Opportunist&amp;lt;/font&amp;gt;: Removes the aim penalty (and [[Critical_Hits_(EU2012)|crit]] restriction) from [[Overwatch_(EU2012)|Overwatch]] shots.&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Snap Shot&amp;lt;/font&amp;gt;: Allows firing as a second action, but at a -20% aim penalty. On the Enemy Within DLC, the penalty has been reduced to -10.  &#039;&#039;(Due to a bug, taking this perk applies this penalty to extra shots granted by Double Tap as well.)&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Disabling Shot&amp;lt;/font&amp;gt;: Shot empties the target&#039;s weapon, but at a -10% aim penalty.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Low Profile&amp;lt;/font&amp;gt;: The sniper receives a high cover bonus of +40% while in low cover, rather then the usual +20%.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Headshot&amp;lt;/font&amp;gt;: A +30% chance to [[Critical_Hits_(EU2012)|crit]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
&lt;br /&gt;
===[[File: CLASS SUPPORT.png|left|24px]]&#039;&#039;&#039;[[Support (EU2012)|Supports]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Support (EU2012)|Supports]] are very &amp;quot;mid-range&amp;quot; in terms of accuracy, and their potential damage output isn&#039;t anything to brag about in comparison to other classes. It should be noted that regardless of range, the rifles and pistols available to them will typically each have the same chance to hit as the other (excluding any weapon-specific bonuses, such as that available to the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] or [[Foundry_(EU2012)|Foundry]]-upgraded pistols). Their smoke grenades can grant defence bonuses to units they cover.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 70 (+5) || 73 (+3) || 76 (+3) || 79 (+3) || 82 (+3) || 85 (+3) || 90 (+5) || &#039;&#039;+ 25&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aim-related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Combat Drugs&amp;lt;/font&amp;gt;: A passive bonus granting a +20% aim and +10% [[Critical_Hits_(EU2012)|crit chance]] bonus to units firing from within the support&#039;s smoke clouds.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Smoke Grenade&amp;lt;/font&amp;gt;: Creates a two-turn smoke cloud granting +20% defence to all units (friend or foe) within it.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Rifle Suppression&amp;lt;/font&amp;gt;: -30% to target&#039;s aim until next turn.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Dense Smoke&amp;lt;/font&amp;gt;: A passive bonus causing the support&#039;s smoke clouds to grant +40% defence instead of the regular 20%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Alien Stats==&lt;br /&gt;
[[Alien_Life_Forms_(EU2012)|Aliens]] are, for the most part, about on par with lower-ranked XCOM soldiers, though on [[Difficulty_(EU2012)|difficulty levels]] above normal they receive a +10 aim/crit bonus (and an extra +10 aim for [[Outsider (EU2012)|Outsider]]s and [[Muton (EU2012)#Muton Elite |Muton Elite]]s on Impossible).&lt;br /&gt;
&lt;br /&gt;
Many aliens have innate defensive bonuses, which XCOM solders require certain forms of [[Armor_(EU2012)|armour]] to acquire.&lt;br /&gt;
&lt;br /&gt;
Whilst some aliens wield the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] seen earlier on in the game (especially favoured by [[Thin Man (EU2012)|Thin Men]]) which, in XCOM hands confers an additional +10 bonus to its wielder, this does not apply to aliens. Those aliens which use melee attacks (the [[Chryssalid (EU2012)|Chryssalid]], the [[Zombie (EU2012)|Zombie]], and the [[Muton (EU2012)#Muton Berserker|Muton Berserker]]) never miss.&lt;br /&gt;
&lt;br /&gt;
[[Floater (EU2012)|Floaters]] in particular gain +20% defence whenever in flight. This can be circumvented if they&#039;re actually using real [[Cover (EU2012)|cover]] and you manage to [[Flanking (EU2012)|flank]] them.&lt;br /&gt;
&lt;br /&gt;
While it may seem strange that the slow and hulking [[Sectopod (EU2012)|Sectopod]] is somehow harder to hit then the fast and agile [[Thin Man (EU2012)|Thin Man]], bear in mind certain aliens - like your [[SHIV (EU2012)|SHIVs]] - cannot use cover.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Name &lt;br /&gt;
! Aim&lt;br /&gt;
! Defence&lt;br /&gt;
! Name&lt;br /&gt;
! Aim&lt;br /&gt;
! Defence&lt;br /&gt;
|-&lt;br /&gt;
![[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
![[Outsider (EU2012)|Outsider]]&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|- &lt;br /&gt;
![[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
![[Floater (EU2012)|Floater]]&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
![[Chryssalid  (EU2012)|Chryssalid ]]&lt;br /&gt;
|Melee&lt;br /&gt;
|10*&lt;br /&gt;
![[Muton (EU2012)|Muton]]&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
![[Zombie (EU2012)|Zombie]]&lt;br /&gt;
|Melee&lt;br /&gt;
|0*&lt;br /&gt;
![[Drone (EU2012)|Drone]]&lt;br /&gt;
|60&lt;br /&gt;
|10**&lt;br /&gt;
|-&lt;br /&gt;
![[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
|70&lt;br /&gt;
|10**&lt;br /&gt;
![[Sectoid (EU2012)#Sectoid Commander |Sectoid Commander]]&lt;br /&gt;
|85&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
![[Muton (EU2012)#Muton Berserker|Muton Berserker]]&lt;br /&gt;
|Melee&lt;br /&gt;
|20&lt;br /&gt;
![[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
|80&lt;br /&gt;
|30*&lt;br /&gt;
|-&lt;br /&gt;
![[Floater (EU2012)#Heavy Floater |Heavy Floater]]&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
![[Muton (EU2012)#Muton Elite |Muton Elite]]&lt;br /&gt;
|80&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
![[Ethereal (EU2012)|Ethereal]]&lt;br /&gt;
|n/a&lt;br /&gt;
|40*&lt;br /&gt;
![[Ethereal (EU2012)#Uber Ethereal|Uber Ethereal]]&lt;br /&gt;
|n/a&lt;br /&gt;
|40*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These units may not use cover for further defensive bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These units may not use cover for further defensive bonuses, but do however gain extra defense while in flight.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
There are three main types of equipment available to you that can affect accuracy: [[Weapons_(EU2012)|weapons]], [[Armor_(EU2012)|armour]] and [[Engineering_(EU2012)#Build_Items|items]].&lt;br /&gt;
&lt;br /&gt;
Of all the guns you may equip, only &#039;&#039;one&#039;&#039; offers improved accuracy over others of its kind - the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], which adds +10% to any shots made with it. However, each &#039;&#039;class&#039;&#039; of weapon - shotguns, snipers, or &amp;quot;other&amp;quot; - handles accuracy differently [[#Weapon Range|depending on range]].&lt;br /&gt;
&lt;br /&gt;
The [[Foundry_(EU2012)|Foundry]] project [[Foundry_(EU2012)#Improved_Pistol_II|Improved Pistol II]] grants +10% to pistols aim.&lt;br /&gt;
&lt;br /&gt;
The main item to turn to when looking for a little extra reliability is the [[S.C.O.P.E._(EU2012)|S.C.O.P.E.]], which grants +10% aim to the primary weapon (and, with [[Foundry_(EU2012)#S.C.O.P.E._Upgrade|the right upgrade]], +10% [[Critical_Hits_(EU2012)|crit chance]]). [[#Heavies|Heavies]] in particular find this useful (due to their low base aim), but it&#039;s a solid choice for most any unit.&lt;br /&gt;
&lt;br /&gt;
The [[Arc_Thrower_(EU2012)|Arc Thrower]] is notable in that it&#039;s not considered a weapon, and uses entirely different aiming mechanics - its chance to hit depends only on the health of the target. Explosive weapons are another exception, in that they always hit everything within their blast radius - for those, a &amp;quot;miss&amp;quot; constitutes somehow firing them in an entirely different direction to where they were aimed.&lt;br /&gt;
&lt;br /&gt;
Conversely, some forms of armor can allow you to raise your defence, reducing the chance of alien shots landing. While all types grant additional hit points, [[Skeleton_Suit_(EU2012)|Skeleton Suits]] and [[Psi_Armor_(EU2012)|Psi Armour]] grant +10% defence to the wearer at all times, whilst [[Ghost_Armor_(EU2012)|Ghost Armor]] gives +20% even without cloaking.&lt;br /&gt;
&lt;br /&gt;
In fact, when you consider that Skeleton Suits also grant additional movement points and the grapple - and are actually cheaper to produce than [[Carapace_Armor_(EU2012)|Carapace Armour]] - they may be the better choice for your units regardless of class. Its one deficit is a single less hit point.&lt;br /&gt;
&lt;br /&gt;
Contrary to its item description, [[Archangel_Armor_(EU2012)|Archangel Armour]] &#039;&#039;does&#039;&#039; grant bonuses to units in the air. Taking to the air above your opponents grants the usual +20% aim height bonus against them, but also grants low cover bonus (+20% defence) from the armor&#039;s Evasion ability while in flight (same as with [[Floater (EU2012)|Floaters]] and other alien flying units), and for [[#Snipers|Snipers]], also triggers the Damn Good Ground perk - granting an additional +10% aim/defence. Airborne snipers can almost ignore enemies&#039; high cover.&lt;br /&gt;
&lt;br /&gt;
==Weapon Range==&lt;br /&gt;
An aim bonus may be granted based on the distance to the target, depending on the type of [[Weapons_(EU2012)|weapon]] used. For the purposes of determining this bonus, guns always fall into one of three different categories: shotguns, sniper rifles, or &amp;quot;everything else&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Most - from the humble [[Pistol_(EU2012)|Pistol]] through to the legendary [[Heavy_Plasma_(EU2012)|Heavy Plasma]] - are treated the same in terms of accuracy. Have two soldiers at the same distance from your target, each&#039;ll get the same range bonus as the other. Such weapons may only receive range &#039;&#039;bonuses&#039;&#039; - if you&#039;re too far away to receive one (ten tiles or more), then there&#039;s no penalty.&lt;br /&gt;
&lt;br /&gt;
The rifles used by [[Sniper (EU2012)|Snipers]], on the other hand, are the reverse: being &#039;&#039;closer&#039;&#039; then ten tiles inflicts a &#039;&#039;penalty&#039;&#039;, and moving further away simply lessons this until it goes away completely.&lt;br /&gt;
&lt;br /&gt;
The only weapon type that has access to a range bonus &#039;&#039;in addition&#039;&#039; to a penalty is the shotgun class used by [[Assault (EU2012)|Assault]]s. A distance of less then ten tiles sees their accuracy spike up quickly; but a distance &#039;&#039;further&#039;&#039; then ten tiles inflicts a penalty at the same rate (though oddly enough, &#039;&#039;no&#039;&#039; such penalty applies to their [[Damage (EU2012)|damage]] - &#039;&#039;if&#039;&#039; they happen to hit at long range, they&#039;ll be just as devastating as a point-blank blast to the face).&lt;br /&gt;
&lt;br /&gt;
The following formulas describe accuracy drop-off. Again, note that &#039;&#039;&#039;if the standard weapon bonus drops below 0, it&#039;s ignored, if the sniper penalty rises above 0 it&#039;s ignored, and the shotgun formula always applies&#039;&#039;&#039;. &#039;&#039;x&#039;&#039; and &#039;&#039;y&#039;&#039; describe the distance in tiles along each axis between the target and the shooter (i.e. Pythagoras is used to get the proper distance on any angle, so ten tiles in a straight line are about equal in distance to seven along a 45° angle). Final results are rounded down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Standard Guns &lt;br /&gt;
! Shotgun Class&lt;br /&gt;
! Sniper Class&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Standard_Accuracy_(EU2012).png]]&lt;br /&gt;
|[[Image:Shotgun_Accuracy_(EU2012).png]]&lt;br /&gt;
|[[Image:Sniper_Accuracy_(EU2012).png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an example, if standing directly next to your target (non diagonally) most guns get +37%, shotguns get +50%, and snipers take a -24% penalty. The bonus does indeed increase higher still if you manage to get your unit on the &#039;&#039;same&#039;&#039; tile as an enemy.&lt;br /&gt;
&lt;br /&gt;
In addition, a very slight fractional penalty may be applied depending on the &#039;&#039;direction&#039;&#039; the shot is coming from. For example, a soldier with a rifle sitting an exact two tiles away from an alien may have a 33% range bonus, but another soldier with the same weapon and at the same distance might only get a 32% bonus if he&#039;s on a 90° angle (it appears this is because the base bonus drops from 42 to 41.6 in such a case, though the reason for this is unknown).&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheet/ccc?key=0Ak4bQY2TV98AdG9aeVVRR095T21RR1AzR1ZvZ1IxTVE#gid=0 A list of pre-calculated values for some ranges have been recorded here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The partial brackets used in the shotgun formula represent a floor operation, or to put it another way, &amp;quot;round this value down&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note 2: These formulas may not be 100% accurate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Terrain - Cover &amp;amp; Height==&lt;br /&gt;
Aside from the aim/defence bonuses available to each unit through their own powers and abilities, the environment also plays a key part in determining chance to hit.&lt;br /&gt;
&lt;br /&gt;
One of your primary sources of defence - especially in the early game, before you can equip some decent [[Armor (EU2012)|armour]] - is [[Cover (EU2012)|cover]]. While understanding the full mechanics of cover is important (when it applies, how to circumvent it, and the risks of relying on it), for the purposes of accuracy the rules are that a half shield gives +20% defence, a full shield gives +40% defence, and if the firing unit has a [[Flanking (EU2012)|flank]] or the target has no cover at all, then the shooter instead gets a [[Critical_Hits_(EU2012)|crit chance]] bonus.&lt;br /&gt;
&lt;br /&gt;
If a flank isn&#039;t possible and the cover can&#039;t be removed, a good way to get around it is with the height bonus - a unit on higher ground gets +20% aim bonus against units on lower ground. [[Sniper (EU2012)|Snipers]] can add another +10% to aim and +10% to defense with the Damn Good Ground perk, this perk also works when flying much higher than the enemy. Most flying units (all except Hover S.H.I.V.s) possess Evasion ability which grants an equivalent of low cover (+20% defence) when flying, also making them immune to being flanked in the air.&lt;br /&gt;
&lt;br /&gt;
==Other Abilities==&lt;br /&gt;
Use of the hunker down [[Abilities_(EU2012)#General Abilities/Penalties|ability]] (available to most units so long as they&#039;re in cover) doubles your cover &#039;&#039;and&#039;&#039; armour bonus, but doesn&#039;t apply to perk bonuses such as the [[Assault (EU2012)|Assault&#039;s]] Tactical Sense.&lt;br /&gt;
&lt;br /&gt;
The similar-sounding Head Down ability - only available to non-combatant units as their only action other then moving - grants +10% defence to that unit regardless as to whether they have cover or not.&lt;br /&gt;
&lt;br /&gt;
Finally, [[Overwatch (EU2012)|Overwatch]] shots are taken at a 0.7 accuracy modifier, further increased by another 0.7 modifier if the target is dashing. This is mitigated somewhat in that moving units don&#039;t get cover, but keep it in mind when setting up ambushes. Regarding the [[Support (EU2012)|Support&#039;s]] Covering Fire perk, which allows overwatch shots on units that are in cover, there&#039;s no indication if the game considers the unit&#039;s cover or not.&lt;br /&gt;
&lt;br /&gt;
==When The Game Cheats...==&lt;br /&gt;
&lt;br /&gt;
[http://forums.penny-arcade.com/discussion/comment/24637521/#Comment_24637521 It&#039;s been reported] that on [[Difficulty (EU2012)|difficulties]] below Classic, invisible adjustments may be placed on aim when you&#039;re low on units. The only way to incorporate them into your tactics is fore-knowledge, as they don&#039;t show up on the shot info screen and aren&#039;t factored into the chance to hit the game shows you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;All of the below only apply if you have &#039;&#039;&#039;four soldiers&#039;&#039;&#039; or less in play:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy &amp;amp; Normal modes&#039;&#039;&#039;&lt;br /&gt;
* Chance to hit is 120% of the displayed value. Hence if you see 84% or above, the shot should always hit.&lt;br /&gt;
* Alien aim get a cumulative -10% for every consecutive hit on your units, resetting when they miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy mode only&#039;&#039;&#039;&lt;br /&gt;
* Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, &#039;&#039;and is capped at 30%&#039;&#039;.&lt;br /&gt;
If the number of soldiers is 4 or less, and your squad has taken casualties (KIAs or Critical Wounds):&lt;br /&gt;
* Your aim is increased by four minus the amount of soldiers you still have, times 15%. Hence having one soldier in play grants him a +45% aim bonus.&lt;br /&gt;
* Alien aim is reduced by four minus the amount of soldiers you still have, times 25%. Hence having one soldier in play grants him a +75% defence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal mode only&#039;&#039;&#039;&lt;br /&gt;
* Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, &#039;&#039;but otherwise has no cap&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If on easy with exactly four soldiers active, or normal with four or less, shots with a stated accuracy higher then 95% are capped down to 95% - [http://forums.penny-arcade.com/discussion/comment/24643310/#Comment_24643310 &#039;&#039;unless&#039;&#039; they would reach 100% or more, in which case they are unaffected and should always hit].&lt;br /&gt;
&lt;br /&gt;
Adjustments are made on a side-wide basis - for example, if a given soldier misses, he&#039;s not the only one who could benefit from the resulting bonus for your team&#039;s next shot.&lt;br /&gt;
&lt;br /&gt;
===Source===&lt;br /&gt;
* XComGame.upk, XGAbility_Targeted class, AdjustToHit and CalculatedOdds functions.&lt;br /&gt;
&lt;br /&gt;
==Psionic Abilities==&lt;br /&gt;
While [[Psionic_(EU2012)|psionic abilities]] have their own mechanics for determining the odds of success, two are relevant in the discussion of firing accuracy:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Fray&#039;&#039;&#039; is the first ability granted to any budding psi-user, and against most races, deals very reliable (if not guaranteed!) damage. Assuming it doesn&#039;t pop the enemy&#039;s head outright, that unit will suffer debuffs for two turns including a large -25% aim penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; is purely defensive; it acts like a dense one-turn smoke cloud, granting +40% defence to any units standing near the point it was triggered. However, taking it precludes the use of &#039;&#039;&#039;Mind Control&#039;&#039;&#039;, which is perhaps a better defensive option - after all, taking total control of your enemy prevents them from shooting at you in the first place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The RNG==&lt;br /&gt;
&#039;&#039;Random Number Generators&#039;&#039; (or RNGs) are common algorithms intended to produce sets of unpredictable numbers. They&#039;re not usually written by regular developers, but are rather provided by the programming languages they use. Think of them like dice, but you can choose the amount of sides - when XCOM calls its RNG to see if your shot hit or not, it&#039;s metaphorically rolling a hundred-sided die; if the result is a number higher then your chance to hit, the shot misses. Likewise, if you&#039;ve seen any intentionally random behaviour in any game, then an RNG is behind it.&lt;br /&gt;
&lt;br /&gt;
Computers lack the facilities to &amp;quot;make numbers up&amp;quot;. So, RNGs instead calculate figures based on at least two bits of information: a &amp;quot;seed&amp;quot; value, and the amount of numbers that&#039;ve been returned since that seed was first used (or, sticking with the dice example, the number of &amp;quot;rolls&amp;quot; you&#039;ve made with them since starting your game).&lt;br /&gt;
&lt;br /&gt;
Because of this, if you choose a given seed value and ask for five rolls in a row then start over and do another five rolls with the same seed, you&#039;ll get the same numbers back in the same order every time. Hence to achieve results that appear truly &amp;quot;random&amp;quot; to the user, standard technique is to choose a seed value that&#039;d be very hard to predict (such as the time taken from the system clock) then never intentionally use that seed again.&lt;br /&gt;
&lt;br /&gt;
XCOM (amongst other Firaxis games) deviates from the usual way of doing things in one way - by recording the seed and roll count when you save your game. Hence if you save the game before firing, then reload and try it again, the same seed &amp;amp; roll count gets used and the result generated is the same.&lt;br /&gt;
&lt;br /&gt;
This may give an impression that the game&#039;s events are pre-determined, but they&#039;re truthfully only calculated when and where they&#039;re required - no one knows what&#039;ll happen until you go ahead and make that shot for the first time. The point is to prevent players from cheating by reloading high-risk shots over and over until the dice roll in their favour and they hit. If you took a high-risk gamble, your save slot won&#039;t allow you to dodge the consequences.&lt;br /&gt;
&lt;br /&gt;
That&#039;s not to say that the system can&#039;t be exploited - if your assault just missed a 98% accurate shot, you COULD reload the game and just have him do nothing. Assuming the alien has about the same chance of hitting (or less), it&#039;ll be the one to suffer the effects of that low roll when it fires - not you. You can also do things in a different order, so if you take a 50% shot and an 80% shot and they both miss, try reloading and taking the shots in the opposite order, the 80% one may well hit this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related reading:&#039;&#039;&#039;&lt;br /&gt;
* [https://docs.google.com/spreadsheet/ccc?key=0An6FkQu13utWdE5hMnFUWURRY2dDVHdYZzJhTERSV0E#gid=0 Mandemon&#039;s firing logs]&lt;br /&gt;
* [http://www.schwanenlied.me/yawning/XCOM/XCOMPRNG.html Yawning Angel&#039;s analysis of the &#039;&#039;XCOM: Enemy Unknown&#039;&#039; RNG]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
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[[Category:Enemy Unknown (2012)]][[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Jozrael</name></author>
	</entry>
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