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		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123806</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123806"/>
		<updated>2025-08-10T14:33:03Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Hit and Run Scout */&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 Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class, combining elements of Assaults and Strike Rifle Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Battle Scanner&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;:  Aim x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Tinker (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Pathfinder (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Kitted (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense / Frontline Support&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. The Scout is a master of &#039;&#039;Reconnaissance&#039;&#039; - this Perk allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit. They can add even more utilities to XCOM with their various abilities or focus more on damage dealing capabilities. They are very flexible class and have lots of freedom to change and tweak their builds, while still staying effective and strong unit.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon. In Long War, situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact. &#039;&#039;Low Profile&#039;&#039; allows them to safely turtle even in low cover, and then later they have more options to escape using &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Pathfinder&#039;&#039; abilities. With battle scanners they can scan large area and reveal cloaked or faded enemies, while boosting aim and crit chances of the hole squad. Depending on their build, they can have more utility, act as anti-overwatch unit, disabling unit, or at least like a strong spotter for Sniper in the team.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Bullseye&#039;&#039;. These two abilities create two disting builds and combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Snapshot&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;) allow a damage-focused Scout to effectively compete with other classes. &#039;&#039;Hit and Run&#039;&#039; is more mobile crit based builds that prefers using SMGs, while &#039;&#039;Bullseye&#039;&#039; is somewhat more stationary build prefering long range Strike rifle. But let that not fool you, &#039;&#039;Hit and Run&#039;&#039; can be very effective with Strike Rifles or even Shotgun, while &#039;&#039;Bullseye&#039;&#039; Scout for example can keep moving a lot and still dish out damage consistently.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a good support Scout, able to concuss, corrode, or even shred enemies from  range. Depending on perks picked, Scout can even pick up a free medikit, disable aliens or break overwatches. They would be a good candidate for psi-soldier as well as that can give them even richer options in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. &#039;&#039;Hit and Run&#039;&#039; scout can make for a potent damage operative.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Ranger&#039;&#039; is intersting to give the more range and damage with Pisols, but instead &#039;&#039;Disabling shot&#039;&#039; could be used for example to disable an alien leader. &#039;&#039;Tinker&#039;&#039; is unique to Scout and strong vs certain lategame aliens, but then &#039;&#039;Impact&#039;&#039; would add valuable anti-ow option. There is more choices, &#039;&#039;Shadowstep&#039;&#039; is a great repositioning tool, not just a damage booster, so it makes perfect sense for this build. Alternatively, &#039;&#039;Kitted&#039;&#039; gives those handy extra items. You can&#039;t go wrong by experimenting, this build has lots of flexibility.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Kitted (LWR)|align=center|topbotpad=7}}{{Shadowstep (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; Strike Rifle or Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke Grenades, Battle Scanners&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build makes for a good psi or officer candidate, as this will give them something to do when an arc rifle would do nothing or when consumables run out, aren&#039;t in range, or simply aren&#039;t worth using. Psi Grenades are a nice bonus, as is a potential Mind Frayer.&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; (or longer with &#039;&#039;Precision Shot&#039;&#039;) and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate Overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}{{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* &#039;&#039;Shadowstep&#039;&#039; allows the Marksman Scout to be essentially immune to reaction fire and can be particularly helpful when on the retreat or attempting a flank. If you aren&#039;t concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus.&lt;br /&gt;
* At MSGT, you can choose to focus on more raw damage through &#039;&#039;Aggression&#039;&#039; or a further increased multi-shot chance and some nice stats from &#039;&#039;Extra Conditioning&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* Each weapon choice fulfills a different role on the team:&lt;br /&gt;
** An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don&#039;t necessarily need to bring extra mobility items due to the SMG&#039;s bonus.&lt;br /&gt;
** A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun&#039;s mobility penalty so that you can get in and get out.&lt;br /&gt;
** Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking a special &#039;&#039;Shot&#039;&#039; at GSGT to benefit this weapon choice, but you&#039;ll lock yourself into Strike Rifles as a result.&lt;br /&gt;
* Muscle Fiber Density allows for vastly extended reach in a large number of maps.&lt;br /&gt;
* HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw 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>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123805</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123805"/>
		<updated>2025-08-10T14:30:58Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Marksman Scout */&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 Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class, combining elements of Assaults and Strike Rifle Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Battle Scanner&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;:  Aim x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Tinker (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Pathfinder (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Kitted (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense / Frontline Support&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. The Scout is a master of &#039;&#039;Reconnaissance&#039;&#039; - this Perk allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit. They can add even more utilities to XCOM with their various abilities or focus more on damage dealing capabilities. They are very flexible class and have lots of freedom to change and tweak their builds, while still staying effective and strong unit.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon. In Long War, situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact. &#039;&#039;Low Profile&#039;&#039; allows them to safely turtle even in low cover, and then later they have more options to escape using &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Pathfinder&#039;&#039; abilities. With battle scanners they can scan large area and reveal cloaked or faded enemies, while boosting aim and crit chances of the hole squad. Depending on their build, they can have more utility, act as anti-overwatch unit, disabling unit, or at least like a strong spotter for Sniper in the team.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Bullseye&#039;&#039;. These two abilities create two disting builds and combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Snapshot&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;) allow a damage-focused Scout to effectively compete with other classes. &#039;&#039;Hit and Run&#039;&#039; is more mobile crit based builds that prefers using SMGs, while &#039;&#039;Bullseye&#039;&#039; is somewhat more stationary build prefering long range Strike rifle. But let that not fool you, &#039;&#039;Hit and Run&#039;&#039; can be very effective with Strike Rifles or even Shotgun, while &#039;&#039;Bullseye&#039;&#039; Scout for example can keep moving a lot and still dish out damage consistently.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a good support Scout, able to concuss, corrode, or even shred enemies from  range. Depending on perks picked, Scout can even pick up a free medikit, disable aliens or break overwatches. They would be a good candidate for psi-soldier as well as that can give them even richer options in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. &#039;&#039;Hit and Run&#039;&#039; scout can make for a potent damage operative.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Ranger&#039;&#039; is intersting to give the more range and damage with Pisols, but instead &#039;&#039;Disabling shot&#039;&#039; could be used for example to disable an alien leader. &#039;&#039;Tinker&#039;&#039; is unique to Scout and strong vs certain lategame aliens, but then &#039;&#039;Impact&#039;&#039; would add valuable anti-ow option. There is more choices, &#039;&#039;Shadowstep&#039;&#039; is a great repositioning tool, not just a damage booster, so it makes perfect sense for this build. Alternatively, &#039;&#039;Kitted&#039;&#039; gives those handy extra items. You can&#039;t go wrong by experimenting, this build has lots of flexibility.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Kitted (LWR)|align=center|topbotpad=7}}{{Shadowstep (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; Strike Rifle or Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke Grenades, Battle Scanners&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build makes for a good psi or officer candidate, as this will give them something to do when an arc rifle would do nothing or when consumables run out, aren&#039;t in range, or simply aren&#039;t worth using. Psi Grenades are a nice bonus, as is a potential Mind Frayer.&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; (or longer with &#039;&#039;Precision Shot&#039;&#039;) and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate Overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}{{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* &#039;&#039;Shadowstep&#039;&#039; allows the Marksman Scout to be essentially immune to reaction fire and can be particularly helpful when on the retreat or attempting a flank. If you aren&#039;t concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus.&lt;br /&gt;
* At MSGT, you can choose to focus on more raw damage through &#039;&#039;Aggression&#039;&#039; or a further increased multi-shot chance and some nice stats from &#039;&#039;Extra Conditioning&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* Each weapon choice fulfills a different role on the team:&lt;br /&gt;
** An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don&#039;t necessarily need to bring extra mobility items due to the SMG&#039;s bonus.&lt;br /&gt;
** A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun&#039;s mobility penalty so that you can get in and get out.&lt;br /&gt;
** Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking a special &#039;&#039;Shot&#039;&#039; at GSGT to benefit this weapon choice, but you&#039;ll lock yourself into Strike Rifles as a result.&lt;br /&gt;
* Muscle Fiber Density allows for vastly extended reach in a large number of maps.&lt;br /&gt;
* HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw 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>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123804</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123804"/>
		<updated>2025-08-10T14:29:52Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Support Scout */&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 Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class, combining elements of Assaults and Strike Rifle Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Battle Scanner&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;:  Aim x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Tinker (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Pathfinder (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Kitted (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense / Frontline Support&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. The Scout is a master of &#039;&#039;Reconnaissance&#039;&#039; - this Perk allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit. They can add even more utilities to XCOM with their various abilities or focus more on damage dealing capabilities. They are very flexible class and have lots of freedom to change and tweak their builds, while still staying effective and strong unit.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon. In Long War, situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact. &#039;&#039;Low Profile&#039;&#039; allows them to safely turtle even in low cover, and then later they have more options to escape using &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Pathfinder&#039;&#039; abilities. With battle scanners they can scan large area and reveal cloaked or faded enemies, while boosting aim and crit chances of the hole squad. Depending on their build, they can have more utility, act as anti-overwatch unit, disabling unit, or at least like a strong spotter for Sniper in the team.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Bullseye&#039;&#039;. These two abilities create two disting builds and combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Snapshot&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;) allow a damage-focused Scout to effectively compete with other classes. &#039;&#039;Hit and Run&#039;&#039; is more mobile crit based builds that prefers using SMGs, while &#039;&#039;Bullseye&#039;&#039; is somewhat more stationary build prefering long range Strike rifle. But let that not fool you, &#039;&#039;Hit and Run&#039;&#039; can be very effective with Strike Rifles or even Shotgun, while &#039;&#039;Bullseye&#039;&#039; Scout for example can keep moving a lot and still dish out damage consistently.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a good support Scout, able to concuss, corrode, or even shred enemies from  range. Depending on perks picked, Scout can even pick up a free medikit, disable aliens or break overwatches. They would be a good candidate for psi-soldier as well as that can give them even richer options in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. &#039;&#039;Hit and Run&#039;&#039; scout can make for a potent damage operative.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Ranger&#039;&#039; is intersting to give the more range and damage with Pisols, but instead &#039;&#039;Disabling shot&#039;&#039; could be used for example to disable an alien leader. &#039;&#039;Tinker&#039;&#039; is unique to Scout and strong vs certain lategame aliens, but then &#039;&#039;Impact&#039;&#039; would add valuable anti-ow option. There is more choices, &#039;&#039;Shadowstep&#039;&#039; is a great repositioning tool, not just a damage booster, so it makes perfect sense for this build. Alternatively, &#039;&#039;Kitted&#039;&#039; gives those handy extra items. You can&#039;t go wrong by experimenting, this build has lots of flexibility.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Kitted (LWR)|align=center|topbotpad=7}}{{Shadowstep (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; Strike Rifle or Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke Grenades, Battle Scanners&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build makes for a good psi or officer candidate, as this will give them something to do when an arc rifle would do nothing or when consumables run out, aren&#039;t in range, or simply aren&#039;t worth using. Psi Grenades are a nice bonus, as is a potential Mind Frayer.&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; (or longer with &#039;&#039;Precision Shot&#039;&#039;) and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate Overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}{{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* &#039;&#039;Shadowstep&#039;&#039; allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!) and can be particularly helpful when on the retreat or attempting a flank. If you aren&#039;t concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus.&lt;br /&gt;
* At MSGT, you can choose to focus on more raw damage through &#039;&#039;Aggression&#039;&#039; or a further increased multi-shot chance and some nice stats from &#039;&#039;Extra Conditioning&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* Each weapon choice fulfills a different role on the team:&lt;br /&gt;
** An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don&#039;t necessarily need to bring extra mobility items due to the SMG&#039;s bonus.&lt;br /&gt;
** A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun&#039;s mobility penalty so that you can get in and get out.&lt;br /&gt;
** Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking a special &#039;&#039;Shot&#039;&#039; at GSGT to benefit this weapon choice, but you&#039;ll lock yourself into Strike Rifles as a result.&lt;br /&gt;
* Muscle Fiber Density allows for vastly extended reach in a large number of maps.&lt;br /&gt;
* HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw 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>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123803</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123803"/>
		<updated>2025-08-10T14:28:29Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Support Scout */&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 Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class, combining elements of Assaults and Strike Rifle Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Battle Scanner&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;:  Aim x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Tinker (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Pathfinder (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Kitted (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense / Frontline Support&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. The Scout is a master of &#039;&#039;Reconnaissance&#039;&#039; - this Perk allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit. They can add even more utilities to XCOM with their various abilities or focus more on damage dealing capabilities. They are very flexible class and have lots of freedom to change and tweak their builds, while still staying effective and strong unit.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon. In Long War, situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact. &#039;&#039;Low Profile&#039;&#039; allows them to safely turtle even in low cover, and then later they have more options to escape using &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Pathfinder&#039;&#039; abilities. With battle scanners they can scan large area and reveal cloaked or faded enemies, while boosting aim and crit chances of the hole squad. Depending on their build, they can have more utility, act as anti-overwatch unit, disabling unit, or at least like a strong spotter for Sniper in the team.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Bullseye&#039;&#039;. These two abilities create two disting builds and combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Snapshot&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;) allow a damage-focused Scout to effectively compete with other classes. &#039;&#039;Hit and Run&#039;&#039; is more mobile crit based builds that prefers using SMGs, while &#039;&#039;Bullseye&#039;&#039; is somewhat more stationary build prefering long range Strike rifle. But let that not fool you, &#039;&#039;Hit and Run&#039;&#039; can be very effective with Strike Rifles or even Shotgun, while &#039;&#039;Bullseye&#039;&#039; Scout for example can keep moving a lot and still dish out damage consistently.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a good support Scout, able to concuss, corrode, or even shred enemies from  range. Depending on perks picked, Scout can even pick up a free medikit, disable aliens or break overwatches. They would be a good candidate for psi-soldier as well as that can give them even richer options in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. &#039;&#039;Hit and Run&#039;&#039; scout can make for a potent damage operative.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Ranger&#039;&#039; is intersting to give the more range and damage with Pisols, but instead &#039;&#039;Disabling shot&#039;&#039; could be used for example to disable an alien leader. &#039;&#039;Shadowstep&#039;&#039; is a great repositioning tool, not just a damage booster, so it makes perfect sense for this build. Alternatively, &#039;&#039;Kitted&#039;&#039; gives those handy extra items. You can&#039;t go wrong by experimenting, this build has lots of flexibility.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Kitted (LWR)|align=center|topbotpad=7}}{{Shadowstep (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; Strike Rifle or Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke Grenades, Battle Scanners&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build makes for a good psi or officer candidate, as this will give them something to do when an arc rifle would do nothing or when consumables run out, aren&#039;t in range, or simply aren&#039;t worth using. Psi Grenades are a nice bonus, as is a potential Mind Frayer.&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; (or longer with &#039;&#039;Precision Shot&#039;&#039;) and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate Overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}{{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* &#039;&#039;Shadowstep&#039;&#039; allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!) and can be particularly helpful when on the retreat or attempting a flank. If you aren&#039;t concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus.&lt;br /&gt;
* At MSGT, you can choose to focus on more raw damage through &#039;&#039;Aggression&#039;&#039; or a further increased multi-shot chance and some nice stats from &#039;&#039;Extra Conditioning&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* Each weapon choice fulfills a different role on the team:&lt;br /&gt;
** An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don&#039;t necessarily need to bring extra mobility items due to the SMG&#039;s bonus.&lt;br /&gt;
** A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun&#039;s mobility penalty so that you can get in and get out.&lt;br /&gt;
** Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking a special &#039;&#039;Shot&#039;&#039; at GSGT to benefit this weapon choice, but you&#039;ll lock yourself into Strike Rifles as a result.&lt;br /&gt;
* Muscle Fiber Density allows for vastly extended reach in a large number of maps.&lt;br /&gt;
* HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw 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>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123802</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123802"/>
		<updated>2025-08-10T14:25:46Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Support Scout */&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 Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class, combining elements of Assaults and Strike Rifle Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Battle Scanner&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;:  Aim x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Tinker (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Pathfinder (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Kitted (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense / Frontline Support&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. The Scout is a master of &#039;&#039;Reconnaissance&#039;&#039; - this Perk allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit. They can add even more utilities to XCOM with their various abilities or focus more on damage dealing capabilities. They are very flexible class and have lots of freedom to change and tweak their builds, while still staying effective and strong unit.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon. In Long War, situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact. &#039;&#039;Low Profile&#039;&#039; allows them to safely turtle even in low cover, and then later they have more options to escape using &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Pathfinder&#039;&#039; abilities. With battle scanners they can scan large area and reveal cloaked or faded enemies, while boosting aim and crit chances of the hole squad. Depending on their build, they can have more utility, act as anti-overwatch unit, disabling unit, or at least like a strong spotter for Sniper in the team.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Bullseye&#039;&#039;. These two abilities create two disting builds and combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Snapshot&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;) allow a damage-focused Scout to effectively compete with other classes. &#039;&#039;Hit and Run&#039;&#039; is more mobile crit based builds that prefers using SMGs, while &#039;&#039;Bullseye&#039;&#039; is somewhat more stationary build prefering long range Strike rifle. But let that not fool you, &#039;&#039;Hit and Run&#039;&#039; can be very effective with Strike Rifles or even Shotgun, while &#039;&#039;Bullseye&#039;&#039; Scout for example can keep moving a lot and still dish out damage consistently.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a good support Scout, able to concuss, corrode, or even shred enemies from  range. Depending on perks picked, Scout can even pick up a free medikit, disable aliens or break overwatches. They would be a good candidate for psi-soldier as well as that can give them even richer options in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. &#039;&#039;Hit and Run&#039;&#039; scout can make for a potent damage operative.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Shadowstep&#039;&#039; is a great repositioning tool, not just a damage booster, so it makes perfect sense for this build.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Kitted (LWR)|align=center|topbotpad=7}}{{Shadowstep (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; Strike Rifle or Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke Grenades, Battle Scanners&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build makes for a good psi or officer candidate, as this will give them something to do when an arc rifle would do nothing or when consumables run out, aren&#039;t in range, or simply aren&#039;t worth using. Psi Grenades are a nice bonus, as is a potential Mind Frayer.&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; (or longer with &#039;&#039;Precision Shot&#039;&#039;) and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate Overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}{{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* &#039;&#039;Shadowstep&#039;&#039; allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!) and can be particularly helpful when on the retreat or attempting a flank. If you aren&#039;t concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus.&lt;br /&gt;
* At MSGT, you can choose to focus on more raw damage through &#039;&#039;Aggression&#039;&#039; or a further increased multi-shot chance and some nice stats from &#039;&#039;Extra Conditioning&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* Each weapon choice fulfills a different role on the team:&lt;br /&gt;
** An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don&#039;t necessarily need to bring extra mobility items due to the SMG&#039;s bonus.&lt;br /&gt;
** A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun&#039;s mobility penalty so that you can get in and get out.&lt;br /&gt;
** Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking a special &#039;&#039;Shot&#039;&#039; at GSGT to benefit this weapon choice, but you&#039;ll lock yourself into Strike Rifles as a result.&lt;br /&gt;
* Muscle Fiber Density allows for vastly extended reach in a large number of maps.&lt;br /&gt;
* HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw 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>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123801</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123801"/>
		<updated>2025-08-10T14:23:50Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Tactical Advice */&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 Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class, combining elements of Assaults and Strike Rifle Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Battle Scanner&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;:  Aim x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Tinker (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Pathfinder (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Kitted (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense / Frontline Support&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. The Scout is a master of &#039;&#039;Reconnaissance&#039;&#039; - this Perk allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit. They can add even more utilities to XCOM with their various abilities or focus more on damage dealing capabilities. They are very flexible class and have lots of freedom to change and tweak their builds, while still staying effective and strong unit.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon. In Long War, situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact. &#039;&#039;Low Profile&#039;&#039; allows them to safely turtle even in low cover, and then later they have more options to escape using &#039;&#039;Shadowstep&#039;&#039; and &#039;&#039;Pathfinder&#039;&#039; abilities. With battle scanners they can scan large area and reveal cloaked or faded enemies, while boosting aim and crit chances of the hole squad. Depending on their build, they can have more utility, act as anti-overwatch unit, disabling unit, or at least like a strong spotter for Sniper in the team.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Bullseye&#039;&#039;. These two abilities create two disting builds and combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Snapshot&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;) allow a damage-focused Scout to effectively compete with other classes. &#039;&#039;Hit and Run&#039;&#039; is more mobile crit based builds that prefers using SMGs, while &#039;&#039;Bullseye&#039;&#039; is somewhat more stationary build prefering long range Strike rifle. But let that not fool you, &#039;&#039;Hit and Run&#039;&#039; can be very effective with Strike Rifles or even Shotgun, while &#039;&#039;Bullseye&#039;&#039; Scout for example can keep moving a lot and still dish out damage consistently.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a good support Scout, able to concuss, corrode, or even shred enemies from  range. Depending on perks picked, Scout can even pick up a free medikit, disable aliens or break overwatches. They would be a good candidate for psi-soldier as well as that can give them even richer options in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. &#039;&#039;Hit and Run&#039;&#039; scout can make for a potent damage operative.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealment&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated enemies with a well placed Concussion or Acid grenade.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Kitted (LWR)|align=center|topbotpad=7}}{{Shadowstep (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; Strike Rifle or Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke Grenades, Battle Scanners&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build makes for a good psi or officer candidate, as this will give them something to do when an arc rifle would do nothing or when consumables run out, aren&#039;t in range, or simply aren&#039;t worth using. Psi Grenades are a nice bonus, as is a potential Mind Frayer.&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; (or longer with &#039;&#039;Precision Shot&#039;&#039;) and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate Overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}{{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* &#039;&#039;Shadowstep&#039;&#039; allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!) and can be particularly helpful when on the retreat or attempting a flank. If you aren&#039;t concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus.&lt;br /&gt;
* At MSGT, you can choose to focus on more raw damage through &#039;&#039;Aggression&#039;&#039; or a further increased multi-shot chance and some nice stats from &#039;&#039;Extra Conditioning&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* Each weapon choice fulfills a different role on the team:&lt;br /&gt;
** An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don&#039;t necessarily need to bring extra mobility items due to the SMG&#039;s bonus.&lt;br /&gt;
** A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun&#039;s mobility penalty so that you can get in and get out.&lt;br /&gt;
** Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking a special &#039;&#039;Shot&#039;&#039; at GSGT to benefit this weapon choice, but you&#039;ll lock yourself into Strike Rifles as a result.&lt;br /&gt;
* Muscle Fiber Density allows for vastly extended reach in a large number of maps.&lt;br /&gt;
* HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw 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>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123761</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123761"/>
		<updated>2025-08-09T09:36:41Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Hit and Run Scout */&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 Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class, combining elements of Assaults and Strike Rifle Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Battle Scanner&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;:  Aim x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Tinker (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Pathfinder (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Kitted (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense / Frontline Support&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealment&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated enemies with a well placed Concussion or Acid grenade.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Kitted (LWR)|align=center|topbotpad=7}}{{Shadowstep (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; Strike Rifle or Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke Grenades, Battle Scanners&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build makes for a good psi or officer candidate, as this will give them something to do when an arc rifle would do nothing or when consumables run out, aren&#039;t in range, or simply aren&#039;t worth using. Psi Grenades are a nice bonus, as is a potential Mind Frayer.&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; (or longer with &#039;&#039;Precision Shot&#039;&#039;) and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate Overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}{{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* &#039;&#039;Shadowstep&#039;&#039; allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!) and can be particularly helpful when on the retreat or attempting a flank. If you aren&#039;t concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus.&lt;br /&gt;
* At MSGT, you can choose to focus on more raw damage through &#039;&#039;Aggression&#039;&#039; or a further increased multi-shot chance and some nice stats from &#039;&#039;Extra Conditioning&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* Each weapon choice fulfills a different role on the team:&lt;br /&gt;
** An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don&#039;t necessarily need to bring extra mobility items due to the SMG&#039;s bonus.&lt;br /&gt;
** A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun&#039;s mobility penalty so that you can get in and get out.&lt;br /&gt;
** Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking a special &#039;&#039;Shot&#039;&#039; at GSGT to benefit this weapon choice, but you&#039;ll lock yourself into Strike Rifles as a result.&lt;br /&gt;
* Muscle Fiber Density allows for vastly extended reach in a large number of maps.&lt;br /&gt;
* HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw 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>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123760</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123760"/>
		<updated>2025-08-09T09:36:25Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Marksman Scout */&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 Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class, combining elements of Assaults and Strike Rifle Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Battle Scanner&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;:  Aim x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Tinker (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Pathfinder (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Kitted (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense / Frontline Support&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealment&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated enemies with a well placed Concussion or Acid grenade.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Kitted (LWR)|align=center|topbotpad=7}}{{Shadowstep (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; Strike Rifle or Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke Grenades, Battle Scanners&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build makes for a good psi or officer candidate, as this will give them something to do when an arc rifle would do nothing or when consumables run out, aren&#039;t in range, or simply aren&#039;t worth using. Psi Grenades are a nice bonus, as is a potential Mind Frayer.&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; (or longer with &#039;&#039;Precision Shot&#039;&#039;) and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate Overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}{{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* &#039;&#039;Shadowstep&#039;&#039; allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!) and can be particularly helpful when on the retreat or attempting a flank. If you aren&#039;t concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus.&lt;br /&gt;
* At MSGT, you can choose to focus on more raw damage through &#039;&#039;Aggression&#039;&#039; or a further increased multi-shot chance and some nice stats from &#039;&#039;Extra Conditioning&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* Each weapon choice fulfills a different role on the team:&lt;br /&gt;
** An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don&#039;t necessarily need to bring extra mobility items due to the SMG&#039;s bonus.&lt;br /&gt;
** A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun&#039;s mobility penalty so that you can get in and get out.&lt;br /&gt;
** Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking a special &#039;&#039;Shot&#039;&#039; at GSGT to benefit this weapon choice, but you&#039;ll lock yourself into Strike Rifles as a result.&lt;br /&gt;
* Muscle Fiber Density allows for vastly extended reach in a large number of maps.&lt;br /&gt;
* HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw 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>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123759</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=123759"/>
		<updated>2025-08-09T09:36:05Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Support Scout */&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 Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class, combining elements of Assaults and Strike Rifle Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Battle Scanner&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;:  Aim x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Tinker (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Pathfinder (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Kitted (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense / Frontline Support&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealment&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated enemies with a well placed Concussion or Acid grenade.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Kitted (LWR)|align=center|topbotpad=7}}{{Shadowstep (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; Strike Rifle or Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke Grenades, Battle Scanners&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build makes for a good psi or officer candidate, as this will give them something to do when an arc rifle would do nothing or when consumables run out, aren&#039;t in range, or simply aren&#039;t worth using. Psi Grenades are a nice bonus, as is a potential Mind Frayer.&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; (or longer with &#039;&#039;Precision Shot&#039;&#039;) and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate Overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}{{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* &#039;&#039;Shadowstep&#039;&#039; allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!) and can be particularly helpful when on the retreat or attempting a flank. If you aren&#039;t concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus.&lt;br /&gt;
* At MSGT, you can choose to focus on more raw damage through &#039;&#039;Aggression&#039;&#039; or a further increased multi-shot chance and some nice stats from &#039;&#039;Extra Conditioning&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* Each weapon choice fulfills a different role on the team:&lt;br /&gt;
** An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don&#039;t necessarily need to bring extra mobility items due to the SMG&#039;s bonus.&lt;br /&gt;
** A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun&#039;s mobility penalty so that you can get in and get out.&lt;br /&gt;
** Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking a special &#039;&#039;Shot&#039;&#039; at GSGT to benefit this weapon choice, but you&#039;ll lock yourself into Strike Rifles as a result.&lt;br /&gt;
* Muscle Fiber Density allows for vastly extended reach in a large number of maps.&lt;br /&gt;
* HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw 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>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=123717</id>
		<title>UFOs (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=123717"/>
		<updated>2025-08-05T11:49:03Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Battleship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFOs&#039;&#039;&#039; come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;&#039;UFO Analysis&#039;&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your interceptors will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once! It will also grant significantly increased resource yields from downed and destroyed UFOs.&lt;br /&gt;
&lt;br /&gt;
UFOs that are destroyed in the air will cause the council to give a small credit bounty to XCOM. Fighters and Destroyers will &#039;&#039;always&#039;&#039; be destroyed once their HP reaches zero. Other types of UFO can be manually destroyed while on the ground after crashing down instead of assaulting them via a tactical mission. This incurs no damage/risk to interceptors and xcom personnel, but also grants far less rewards.&lt;br /&gt;
&lt;br /&gt;
== Detecting UFOs ==&lt;br /&gt;
&lt;br /&gt;
Each satellite in a country will detect all UFOs that enter that country. &lt;br /&gt;
&lt;br /&gt;
UFOs above countries without satellite coverage can still be detected by XCOM aircraft positioned in the continent which contains that country. The chance of an aircraft detecting a UFO in a country without a satellite is 7% per aircraft (can be increased to 14% per aircraft with the UFO Tracking foundry project). With a maximum of 6 aircraft per continent this chance maxes out at 42% (or 84% with UFO Tracking).&lt;br /&gt;
&lt;br /&gt;
== UFO Equipment ==&lt;br /&gt;
&lt;br /&gt;
Crashed UFOs will have some their equipment damaged. This is represented by a flat black scar left where the equipment used to be. As well, explosives and other environmental damage can destroy UFO equipment that was not damaged in the crash. Landed UFOs will start the mission with all their UFO equipment intact, but it can still be damaged during the tactical battle.&lt;br /&gt;
&lt;br /&gt;
The chance for each artifact to remain intact is 0-50%:&lt;br /&gt;
*Power Cylinder: 0%&lt;br /&gt;
*Stasis Capsule: 30%&lt;br /&gt;
*Alien Surgery: 30%&lt;br /&gt;
*UFO Computer: 50%&lt;br /&gt;
*Alien Food and Entertainment: 50%&lt;br /&gt;
 If the UFO is shot down and the final hit was from an EMP Cannon, all chances for artifacts to remain intact are additively increased by 40% (to 40-90%).&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;Power Cylinder&#039;&#039;&#039; on a UFO contains 4-6 &#039;&#039;&#039;UFO Power Sources&#039;&#039;&#039;. So you may acquire up to 6 from a Scout and up to 24 from a Battleship. All other UFO equipment is acquired on a 1:1 basis from what you see on the tactical map. &#039;&#039;&#039;Damaged Power Cylinders&#039;&#039;&#039; will yield 1-2 &#039;&#039;&#039;UFO Power Sources&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;Power Cylinder&#039;&#039;&#039; yields &#039;&#039;&#039;37.5 elerium&#039;&#039;&#039; and each &#039;&#039;&#039;Damaged Power Cylinder&#039;&#039;&#039; yields &#039;&#039;&#039;7.5 elerium&#039;&#039;&#039; (both modified by difficulty and campaign length).&lt;br /&gt;
&lt;br /&gt;
Every UFO will also always have 2 &#039;&#039;&#039;Damaged Power Cylinders&#039;&#039;&#039; worth of elerium.&lt;br /&gt;
&lt;br /&gt;
[[File:UFOPowerSourceCylinder.png]]&lt;br /&gt;
&lt;br /&gt;
==Small UFOs==&lt;br /&gt;
===Scout===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:146px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750 + 100%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Unarmored&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 40&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4-6x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Recon, Research, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 6-10, +2 aliens per difficulty above Easy, a command pod of 2 outsiders (before May) / 3 outsiders (after April)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troop Level Boost&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These will likely be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmored and lightly armed, but fast moving, meaning that the interception window is smaller. Although they give less in terms of alloys and elerium, they offer a great opportunity to train up rookie soldiers and get alien captures. The scouts gain a lot of health each alien level up so they can become quite durable in the later game.&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:146px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 6):&#039;&#039;&#039; Moderate (2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (1400 + 50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: Will never land or be shot down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and can be recognized by a purple strobe emanating from their blip. They have much less health but are armored. This makes &#039;&#039;Stingray Missiles&#039;&#039; the optimal choice in the early months. A Fighter in high orbit will be targeting your satellites, so aggressively engage it with [[Air Combat (LWR)#Aircraft Weapons|Stingrays]] or [[Air Combat (LWR)#Aircraft Weapons|Phoenix Cannons]] if you can, to destroy it or at least damage it enough to dissuade it from completing its mission (50% damage will prevent a [[Alien_Missions_(LWR)#Hunt|hunt mission]] from succeeding).&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be destroyed for alien materials to be salvaged by the military forces of the affected country, resulting in an award to XCOM, too.&lt;br /&gt;
&lt;br /&gt;
Like the scouts, fighters gain a lot of health each alien level up so they can become quite durable in the later game.&lt;br /&gt;
&lt;br /&gt;
==Medium UFOs==&lt;br /&gt;
===Raider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 11):&#039;&#039;&#039;  Moderate (2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (3000 + 30%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Unarmored&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 35&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 8-12x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Recon, Research, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 8-13, +2 aliens per difficulty above Easy, +1 command pod of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs start appearing regularly at AL3. Tougher than the Scout, the Raider serves a similar purpose. With a larger chassis, several interceptors are required to reliably bring one down, though a Raider is slow enough in the air that it will stick around longer. Both [[Air Combat (LWR)#Aircraft Weapons|Avalanche]] and [[Air Combat (LWR)#Aircraft Weapons|Stingray]] Missiles work effectively against this UFO, though Stingrays are more variable and deal less damage. Raiders are a good way to gather Alloys and Elerium.&lt;br /&gt;
&lt;br /&gt;
Medium UFOs will have onboard aliens that are 1 level higher than the player normally encounters. As well, alien leaders will be 1 level higher than normal, at least. Expect more difficult aliens on these missions. This is reflected in the UFO description in geoscape saying, e.g., &#039;Raider - Level 1(2)&#039; if the alien level is 1 and the boost to alien soldiers and leaders brings them to level 2. If the [[Alien_Life_Forms_(LWR)#Leaders_and_Leader_Levels|leaders]] are additionally boosted on top of that, a plus sign appears in the description.&lt;br /&gt;
&lt;br /&gt;
===Destroyer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 7):&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (2400 +50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability Upgrade (Level 7)&#039;&#039;&#039;: Moderate (3000 +50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Upgrade (Level 7)&#039;&#039;&#039;: Tier 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 35&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: Will never land or be shot down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared interceptors. Usually appearing in the mid-game, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is armored, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or EMP Cannon should be used if available. Interceptor Upgrade Projects are useful to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be destroyed for alien materials to be salvaged by the military forces of the affected country, resulting in an award to XCOM, too.&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (4000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Infiltrate, Retaliate, Command Overwatch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 28 (7 pods - Ethereal pod, Sectoid Commander pod, Outsider pod, Heavy Floater pod, Muton Elite pod, Sectopod pod, Cyberdisc pod)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Overseer is offensively very dangerous UFO, even surpassing firepower of upgraded Destroyers. Its weakness is lower durability, matching the ones of Fighter UFOs at Alien Levels this UFO starts to appear.&lt;br /&gt;
Firestorms are recommended due to the high damage output of Overseer.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. &lt;br /&gt;
&lt;br /&gt;
Overseers never land and cannot be destroyed in air combat (they will always be shot down instead).&lt;br /&gt;
&lt;br /&gt;
==Large UFOs==&lt;br /&gt;
===Abductor===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (6000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 8-12x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Research, Abduction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 9-15, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country. They can be difficult to take down due to their short flight path, high speed, and extremely high armor.&lt;br /&gt;
&lt;br /&gt;
They will not go after satellites or go on [[Alien Missions (LWR)#Bomb|bombing runs]] over cities. Abductors are almost exclusively used for either Abduction or Research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
===Harvester===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (8000 + 30%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Unarmored&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 8-12x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 3x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Recon, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 8-14, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly and be very difficult to take down. You&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain a lot resources, as well as disrupt alien research, slowing down alien level ups.&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (16000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Tier 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers, 8x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Harvest, Infiltrate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 9-16, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 6-7 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This UFO is a tough ship to take down due to strong armor. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, even more so than assaulting Harvesters, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
===Terror Ship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (20000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Tier 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Research, Terrorize&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-17, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 6-7 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If they don&#039;t land, they give advance warning on the location of terror missions, since they do a fly around the target country before the bulk of the alien forces are inserted via an [[UFOs (LWR)#Assault Carrier|Assault Carrier]]. Terror Ships that land, on the other hand, are doing [[Alien Missions (LWR)#Research|Research]] missions, and can be assaulted for their valuable rewards.&lt;br /&gt;
&lt;br /&gt;
==Very Large UFOs==&lt;br /&gt;
===Battleship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Extremely High (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (28000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb, Infiltrate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 11-19, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 7-8 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored and packed to the teeth with weaponry. They sometimes spawn as lead guards for Terror missions, DON&#039;T engage them unless you really know what to do. They will quickly destroy XCOM fleet.&lt;br /&gt;
&lt;br /&gt;
Battleships can be taken down only with several Firestorms and Fusion weapons. Once you&#039;ve downed one, you can use the [[Alien Artifacts (LWR)#Alien devices|Fusion Cores]] to build [[Air Combat (LWR)#Interceptor Weapons|Fusion Lances]] to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down Battleships.&lt;br /&gt;
&lt;br /&gt;
The aliens on these ships are high level and will have some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
===Assault Carrier===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 11):&#039;&#039;&#039; Very High (2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (40000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Terrorize, Retaliate, Research&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-18, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 7-8 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has much less firepower but more durability.&lt;br /&gt;
&lt;br /&gt;
Just like the Battleship, the aliens aboard are high level and you should expect to face some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
==UFO Weapons==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Weapon &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Hit Chance (%)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Fire Rate (s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Potential (dmg/s)&lt;br /&gt;
! width=&amp;quot;16%&amp;quot; | Average Realized (dmg/s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Penetration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 40 || 1.0 || 350 || 350 || 140 || Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 60 || 0.5 || 400 || 1200 || 480 || Tier 4&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance || 50 || 1.0 || 2500 || 2500 || 1250 || Tier 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (LWR)|Air Combat]]&lt;br /&gt;
&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>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123513</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123513"/>
		<updated>2025-07-23T13:06:14Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Word on Battleships */&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;
&lt;br /&gt;
Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
&lt;br /&gt;
== Starting steps ==&lt;br /&gt;
&lt;br /&gt;
First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty. In newest patch  XCOM can have up to 10 interceptors on the continent giving players more flexibility or power if needed to guarantee beating RNG.&lt;br /&gt;
&lt;br /&gt;
[[File:interceptors.png|900px|center]]&lt;br /&gt;
&lt;br /&gt;
== Fighting first UFOs ==&lt;br /&gt;
&lt;br /&gt;
Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
&lt;br /&gt;
Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
&lt;br /&gt;
After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
&lt;br /&gt;
This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
&lt;br /&gt;
== Understanding aircrafts stats ==&lt;br /&gt;
&lt;br /&gt;
Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts. Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons - they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile. Note that damaged interceptors have reduced aim and stay shorter in fights so they have even less time to defeat the UFO.&lt;br /&gt;
&lt;br /&gt;
== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
&lt;br /&gt;
If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
&lt;br /&gt;
So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
&lt;br /&gt;
== First challenge - handling alien Fighter ==&lt;br /&gt;
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Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
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Fighter in May will probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need several Stingray hits to hurt the Fighter. Ideally, you would want to have couple of Phoenix Cannons before first Fighter, they should make the job more manageable. Primary goal is to damage Fighter to 50% - do not try to destroy it unless fight is going surprisingly well. Don&#039;t be late with upgrades to Phoenix, aliens will upgrade UFOs.&lt;br /&gt;
&lt;br /&gt;
[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgraded Phoenix (Coilgun) is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. The number may change over the patches but roughly weapons are balanced in this way for long time now.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
&lt;br /&gt;
After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
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*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays. Phoenix are not as good as Lasers vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
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When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
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== Satellites ==&lt;br /&gt;
&lt;br /&gt;
Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
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== First medium UFOs - Raiders ==&lt;br /&gt;
&lt;br /&gt;
Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighters, but they come with heftier amount of HP. Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land. Ans if you covered whole continent with satellites you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. But, when the continent is not fully covered with satellites, you are risking to miss raider mission - so it is advisable to shoot it down if possible. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
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Shooting Raider requires lots of DPS so having multiple Laser Cannon (or Phoenix) interceptor is desirable. In general Lasers do more damage to Raiders than Phoenix so get a healthy mix of both to be able to kill both Raiders and Fighters. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
&lt;br /&gt;
Fun fact: Raider (AL1) can appear even in first month of the game and it is possible to shoot it down with 4-6 Avalanche interceptors, use LEAD stance if you have to.&lt;br /&gt;
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== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
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At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
&lt;br /&gt;
== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
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Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
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Destroyers have Tier 4 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 50% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
&lt;br /&gt;
*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is serious damage upgrade for Phoenix against Destroyers, as they will now be doing 75% of its original damage. Upgraded Phoenix Cannons have higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
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*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs. Surprisingly, they are quite efficient at killing Fighters.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon pierces Destroyer armor doing large amounts of damage to it. For that reason you should highly prioritize researching and building these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. Cover your continents with 1-2 of these asap, later on you likely want 3 per continent. Do not expect to destroy Destroyers, primary objective is to damage them to 50%.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
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From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will handle lategame Destroyers.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your airforce ==&lt;br /&gt;
&lt;br /&gt;
During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
&lt;br /&gt;
== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
&lt;br /&gt;
Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
&lt;br /&gt;
*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
&lt;br /&gt;
*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
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*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. There are situation where using LEAD is the only way to kill UFOs so this stance has its place. Even when using LEAD XCOM can fail to kill UFOs as there is a dose of RNG in fights. Sometimes those 1% accidents happen.&lt;br /&gt;
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Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
&lt;br /&gt;
Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
&lt;br /&gt;
== Handling upgraded alien UFOs ==&lt;br /&gt;
&lt;br /&gt;
To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
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* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T5 armor and even their guns to Double Plasma. T5 armor for the most part renders Phoenix Cannons ineffective, they are back to 25-50% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
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Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
&lt;br /&gt;
== Firestorms ==&lt;br /&gt;
&lt;br /&gt;
Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
&lt;br /&gt;
Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons. Recent buff to them was higher fire rate as well.&lt;br /&gt;
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== Overseers ==&lt;br /&gt;
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Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 3 armor and not too much HP, so combination of Phoenix, Pulse Lasers and EMPs should suffice. Being medium size UFO they will be easier to hit for your interceptors. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
&lt;br /&gt;
== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
&lt;br /&gt;
*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration, lower accuracy and slightly longer fire rate. This is to stop them from blowing up alien UFOs too easily (balance). Plasma Cannons have low accuracy and benefit greatly from any aim bonuses you can get, fire rate bonuses are also of great use here. Use the best pilots and keep your plains healthy. Damaged planes lose 10 aim which is a big no for Plasma weapons.&lt;br /&gt;
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*Fusion Lance is highest damaging weapon in the game with whooping damage and tier 6 penetration. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. Large UFOs will still be out of XCOM reach unless you have multiple Fusion Lance Firestorms. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
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== Large endgame UFOs ==&lt;br /&gt;
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There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk attacking them. You can even stop Terror missions this way by killing Terror ship. Best to check UFO stats in detail before attempting such feat. &lt;br /&gt;
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*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have much more HP. If you spot one, hit it with Plasma weapons, Laser (Pulse) Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
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== Word on Battleships ==&lt;br /&gt;
&lt;br /&gt;
Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they will quickly annihilate XCOM ships.&lt;br /&gt;
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&lt;br /&gt;
[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
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*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123512</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123512"/>
		<updated>2025-07-23T13:05:24Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Large endgame UFOs */&lt;/p&gt;
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[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty. In newest patch  XCOM can have up to 10 interceptors on the continent giving players more flexibility or power if needed to guarantee beating RNG.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts. Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons - they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile. Note that damaged interceptors have reduced aim and stay shorter in fights so they have even less time to defeat the UFO.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
&lt;br /&gt;
If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
&lt;br /&gt;
So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
&lt;br /&gt;
== First challenge - handling alien Fighter ==&lt;br /&gt;
&lt;br /&gt;
Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
&lt;br /&gt;
Fighter in May will probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need several Stingray hits to hurt the Fighter. Ideally, you would want to have couple of Phoenix Cannons before first Fighter, they should make the job more manageable. Primary goal is to damage Fighter to 50% - do not try to destroy it unless fight is going surprisingly well. Don&#039;t be late with upgrades to Phoenix, aliens will upgrade UFOs.&lt;br /&gt;
&lt;br /&gt;
[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgraded Phoenix (Coilgun) is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. The number may change over the patches but roughly weapons are balanced in this way for long time now.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
&lt;br /&gt;
After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
&lt;br /&gt;
*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays. Phoenix are not as good as Lasers vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
&lt;br /&gt;
When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
&lt;br /&gt;
== Satellites ==&lt;br /&gt;
&lt;br /&gt;
Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
&lt;br /&gt;
== First medium UFOs - Raiders ==&lt;br /&gt;
&lt;br /&gt;
Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighters, but they come with heftier amount of HP. Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land. Ans if you covered whole continent with satellites you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. But, when the continent is not fully covered with satellites, you are risking to miss raider mission - so it is advisable to shoot it down if possible. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
&lt;br /&gt;
Shooting Raider requires lots of DPS so having multiple Laser Cannon (or Phoenix) interceptor is desirable. In general Lasers do more damage to Raiders than Phoenix so get a healthy mix of both to be able to kill both Raiders and Fighters. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
&lt;br /&gt;
Fun fact: Raider (AL1) can appear even in first month of the game and it is possible to shoot it down with 4-6 Avalanche interceptors, use LEAD stance if you have to.&lt;br /&gt;
&lt;br /&gt;
== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
&lt;br /&gt;
At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
&lt;br /&gt;
== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
&lt;br /&gt;
Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
&lt;br /&gt;
Destroyers have Tier 4 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 50% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
&lt;br /&gt;
*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is serious damage upgrade for Phoenix against Destroyers, as they will now be doing 75% of its original damage. Upgraded Phoenix Cannons have higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
&lt;br /&gt;
*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs. Surprisingly, they are quite efficient at killing Fighters.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon pierces Destroyer armor doing large amounts of damage to it. For that reason you should highly prioritize researching and building these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. Cover your continents with 1-2 of these asap, later on you likely want 3 per continent. Do not expect to destroy Destroyers, primary objective is to damage them to 50%.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will handle lategame Destroyers.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your airforce ==&lt;br /&gt;
&lt;br /&gt;
During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
&lt;br /&gt;
== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
&lt;br /&gt;
Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
&lt;br /&gt;
*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
&lt;br /&gt;
*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
&lt;br /&gt;
*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. There are situation where using LEAD is the only way to kill UFOs so this stance has its place. Even when using LEAD XCOM can fail to kill UFOs as there is a dose of RNG in fights. Sometimes those 1% accidents happen.&lt;br /&gt;
&lt;br /&gt;
Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
&lt;br /&gt;
Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
&lt;br /&gt;
== Handling upgraded alien UFOs ==&lt;br /&gt;
&lt;br /&gt;
To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
&lt;br /&gt;
* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T5 armor and even their guns to Double Plasma. T5 armor for the most part renders Phoenix Cannons ineffective, they are back to 25-50% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
&lt;br /&gt;
== Firestorms ==&lt;br /&gt;
&lt;br /&gt;
Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
&lt;br /&gt;
Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons. Recent buff to them was higher fire rate as well.&lt;br /&gt;
&lt;br /&gt;
== Overseers ==&lt;br /&gt;
&lt;br /&gt;
Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 3 armor and not too much HP, so combination of Phoenix, Pulse Lasers and EMPs should suffice. Being medium size UFO they will be easier to hit for your interceptors. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
&lt;br /&gt;
== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
&lt;br /&gt;
*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration, lower accuracy and slightly longer fire rate. This is to stop them from blowing up alien UFOs too easily (balance). Plasma Cannons have low accuracy and benefit greatly from any aim bonuses you can get, fire rate bonuses are also of great use here. Use the best pilots and keep your plains healthy. Damaged planes lose 10 aim which is a big no for Plasma weapons.&lt;br /&gt;
&lt;br /&gt;
*Fusion Lance is highest damaging weapon in the game with whooping damage and tier 6 penetration. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. Large UFOs will still be out of XCOM reach unless you have multiple Fusion Lance Firestorms. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
&lt;br /&gt;
== Large endgame UFOs ==&lt;br /&gt;
&lt;br /&gt;
There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk attacking them. You can even stop Terror missions this way by killing Terror ship. Best to check UFO stats in detail before attempting such feat. &lt;br /&gt;
&lt;br /&gt;
*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have much more HP. If you spot one, hit it with Plasma weapons, Laser (Pulse) Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
&lt;br /&gt;
== Word on Battleships ==&lt;br /&gt;
&lt;br /&gt;
Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
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&lt;br /&gt;
[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123511</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123511"/>
		<updated>2025-07-23T13:02:43Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Endgame weapons (Plasma Cannon and Fusion Lance) */&lt;/p&gt;
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[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty. In newest patch  XCOM can have up to 10 interceptors on the continent giving players more flexibility or power if needed to guarantee beating RNG.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts. Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons - they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile. Note that damaged interceptors have reduced aim and stay shorter in fights so they have even less time to defeat the UFO.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
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If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
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So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
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== First challenge - handling alien Fighter ==&lt;br /&gt;
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Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
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Fighter in May will probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need several Stingray hits to hurt the Fighter. Ideally, you would want to have couple of Phoenix Cannons before first Fighter, they should make the job more manageable. Primary goal is to damage Fighter to 50% - do not try to destroy it unless fight is going surprisingly well. Don&#039;t be late with upgrades to Phoenix, aliens will upgrade UFOs.&lt;br /&gt;
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[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
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Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgraded Phoenix (Coilgun) is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. The number may change over the patches but roughly weapons are balanced in this way for long time now.&lt;br /&gt;
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== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
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After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
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*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays. Phoenix are not as good as Lasers vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
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When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
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== Satellites ==&lt;br /&gt;
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Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
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== First medium UFOs - Raiders ==&lt;br /&gt;
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Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighters, but they come with heftier amount of HP. Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land. Ans if you covered whole continent with satellites you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. But, when the continent is not fully covered with satellites, you are risking to miss raider mission - so it is advisable to shoot it down if possible. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
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Shooting Raider requires lots of DPS so having multiple Laser Cannon (or Phoenix) interceptor is desirable. In general Lasers do more damage to Raiders than Phoenix so get a healthy mix of both to be able to kill both Raiders and Fighters. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
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Fun fact: Raider (AL1) can appear even in first month of the game and it is possible to shoot it down with 4-6 Avalanche interceptors, use LEAD stance if you have to.&lt;br /&gt;
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== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
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At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
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== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
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Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
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Destroyers have Tier 4 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 50% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
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*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is serious damage upgrade for Phoenix against Destroyers, as they will now be doing 75% of its original damage. Upgraded Phoenix Cannons have higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
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*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs. Surprisingly, they are quite efficient at killing Fighters.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon pierces Destroyer armor doing large amounts of damage to it. For that reason you should highly prioritize researching and building these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. Cover your continents with 1-2 of these asap, later on you likely want 3 per continent. Do not expect to destroy Destroyers, primary objective is to damage them to 50%.&lt;br /&gt;
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[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
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From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will handle lategame Destroyers.&lt;br /&gt;
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== Upgrading your airforce ==&lt;br /&gt;
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During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
&lt;br /&gt;
== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
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Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
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*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
&lt;br /&gt;
*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
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*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. There are situation where using LEAD is the only way to kill UFOs so this stance has its place. Even when using LEAD XCOM can fail to kill UFOs as there is a dose of RNG in fights. Sometimes those 1% accidents happen.&lt;br /&gt;
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Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
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Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
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== Handling upgraded alien UFOs ==&lt;br /&gt;
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To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
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* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T5 armor and even their guns to Double Plasma. T5 armor for the most part renders Phoenix Cannons ineffective, they are back to 25-50% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
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Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
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== Firestorms ==&lt;br /&gt;
&lt;br /&gt;
Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
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Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons. Recent buff to them was higher fire rate as well.&lt;br /&gt;
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== Overseers ==&lt;br /&gt;
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Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 3 armor and not too much HP, so combination of Phoenix, Pulse Lasers and EMPs should suffice. Being medium size UFO they will be easier to hit for your interceptors. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
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== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
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*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration, lower accuracy and slightly longer fire rate. This is to stop them from blowing up alien UFOs too easily (balance). Plasma Cannons have low accuracy and benefit greatly from any aim bonuses you can get, fire rate bonuses are also of great use here. Use the best pilots and keep your plains healthy. Damaged planes lose 10 aim which is a big no for Plasma weapons.&lt;br /&gt;
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*Fusion Lance is highest damaging weapon in the game with whooping damage and tier 6 penetration. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. Large UFOs will still be out of XCOM reach unless you have multiple Fusion Lance Firestorms. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
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== Large endgame UFOs ==&lt;br /&gt;
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There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk the fleet without at least 3 Fusion Lances. With 5 Fusion Lances you can pretty much 1-shot or 2-Shot any alien ship if you are up for fun. You can even stop Terror missions this way by killing Terror ship.&lt;br /&gt;
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*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have more HP. If you spot one, hit it with Plasma weapons, Laser Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
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== Word on Battleships ==&lt;br /&gt;
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Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
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[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
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*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123510</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123510"/>
		<updated>2025-07-23T13:00:04Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Firestorms */&lt;/p&gt;
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[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty. In newest patch  XCOM can have up to 10 interceptors on the continent giving players more flexibility or power if needed to guarantee beating RNG.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts. Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons - they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile. Note that damaged interceptors have reduced aim and stay shorter in fights so they have even less time to defeat the UFO.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
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If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
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So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
&lt;br /&gt;
== First challenge - handling alien Fighter ==&lt;br /&gt;
&lt;br /&gt;
Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
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Fighter in May will probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need several Stingray hits to hurt the Fighter. Ideally, you would want to have couple of Phoenix Cannons before first Fighter, they should make the job more manageable. Primary goal is to damage Fighter to 50% - do not try to destroy it unless fight is going surprisingly well. Don&#039;t be late with upgrades to Phoenix, aliens will upgrade UFOs.&lt;br /&gt;
&lt;br /&gt;
[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgraded Phoenix (Coilgun) is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. The number may change over the patches but roughly weapons are balanced in this way for long time now.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
&lt;br /&gt;
After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
&lt;br /&gt;
*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays. Phoenix are not as good as Lasers vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
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When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
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== Satellites ==&lt;br /&gt;
&lt;br /&gt;
Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
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== First medium UFOs - Raiders ==&lt;br /&gt;
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Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighters, but they come with heftier amount of HP. Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land. Ans if you covered whole continent with satellites you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. But, when the continent is not fully covered with satellites, you are risking to miss raider mission - so it is advisable to shoot it down if possible. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
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Shooting Raider requires lots of DPS so having multiple Laser Cannon (or Phoenix) interceptor is desirable. In general Lasers do more damage to Raiders than Phoenix so get a healthy mix of both to be able to kill both Raiders and Fighters. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
&lt;br /&gt;
Fun fact: Raider (AL1) can appear even in first month of the game and it is possible to shoot it down with 4-6 Avalanche interceptors, use LEAD stance if you have to.&lt;br /&gt;
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== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
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At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
&lt;br /&gt;
== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
&lt;br /&gt;
Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
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Destroyers have Tier 4 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 50% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
&lt;br /&gt;
*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is serious damage upgrade for Phoenix against Destroyers, as they will now be doing 75% of its original damage. Upgraded Phoenix Cannons have higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
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*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs. Surprisingly, they are quite efficient at killing Fighters.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon pierces Destroyer armor doing large amounts of damage to it. For that reason you should highly prioritize researching and building these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. Cover your continents with 1-2 of these asap, later on you likely want 3 per continent. Do not expect to destroy Destroyers, primary objective is to damage them to 50%.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
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From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will handle lategame Destroyers.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your airforce ==&lt;br /&gt;
&lt;br /&gt;
During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
&lt;br /&gt;
== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
&lt;br /&gt;
Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
&lt;br /&gt;
*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
&lt;br /&gt;
*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
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*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. There are situation where using LEAD is the only way to kill UFOs so this stance has its place. Even when using LEAD XCOM can fail to kill UFOs as there is a dose of RNG in fights. Sometimes those 1% accidents happen.&lt;br /&gt;
&lt;br /&gt;
Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
&lt;br /&gt;
Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
&lt;br /&gt;
== Handling upgraded alien UFOs ==&lt;br /&gt;
&lt;br /&gt;
To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
&lt;br /&gt;
* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T5 armor and even their guns to Double Plasma. T5 armor for the most part renders Phoenix Cannons ineffective, they are back to 25-50% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
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Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
&lt;br /&gt;
== Firestorms ==&lt;br /&gt;
&lt;br /&gt;
Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
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Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons. Recent buff to them was higher fire rate as well.&lt;br /&gt;
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== Overseers ==&lt;br /&gt;
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Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 3 armor and not too much HP, so combination of Phoenix, Pulse Lasers and EMPs should suffice. Being medium size UFO they will be easier to hit for your interceptors. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
&lt;br /&gt;
== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
&lt;br /&gt;
*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration, lower accuracy and slightly longer fire rate. This is to stop them from blowing up alien UFOs too easily (balance). Plasma Cannons have low accuracy and benefit greatly from any aim bonuses you can get, fire rate bonuses are also of great use here. Use the best pilots and keep your plains healthy. Damaged planes lose 10 aim which is a big no for Plasma weapons.&lt;br /&gt;
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*Fusion Lance is highest damaging weapon in the game with whooping damage and tier 6 penetration. To compensate it has lower accuracy and fire rate, but it is still the weapon that will quickly dispatch most UFOs you encounter. Large UFOs will still be out of reach unless you have multiple Fusion Lance Firestorms. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
&lt;br /&gt;
== Large endgame UFOs ==&lt;br /&gt;
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There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk the fleet without at least 3 Fusion Lances. With 5 Fusion Lances you can pretty much 1-shot or 2-Shot any alien ship if you are up for fun. You can even stop Terror missions this way by killing Terror ship.&lt;br /&gt;
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*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have more HP. If you spot one, hit it with Plasma weapons, Laser Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
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== Word on Battleships ==&lt;br /&gt;
&lt;br /&gt;
Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
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&lt;br /&gt;
[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
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*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123509</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123509"/>
		<updated>2025-07-23T12:55:54Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Combat stances, Boosters and Active aircraft */&lt;/p&gt;
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[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty. In newest patch  XCOM can have up to 10 interceptors on the continent giving players more flexibility or power if needed to guarantee beating RNG.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts. Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons - they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile. Note that damaged interceptors have reduced aim and stay shorter in fights so they have even less time to defeat the UFO.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
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If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
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So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
&lt;br /&gt;
== First challenge - handling alien Fighter ==&lt;br /&gt;
&lt;br /&gt;
Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
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Fighter in May will probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need several Stingray hits to hurt the Fighter. Ideally, you would want to have couple of Phoenix Cannons before first Fighter, they should make the job more manageable. Primary goal is to damage Fighter to 50% - do not try to destroy it unless fight is going surprisingly well. Don&#039;t be late with upgrades to Phoenix, aliens will upgrade UFOs.&lt;br /&gt;
&lt;br /&gt;
[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgraded Phoenix (Coilgun) is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. The number may change over the patches but roughly weapons are balanced in this way for long time now.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
&lt;br /&gt;
After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
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*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays. Phoenix are not as good as Lasers vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
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When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
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== Satellites ==&lt;br /&gt;
&lt;br /&gt;
Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
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== First medium UFOs - Raiders ==&lt;br /&gt;
&lt;br /&gt;
Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighters, but they come with heftier amount of HP. Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land. Ans if you covered whole continent with satellites you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. But, when the continent is not fully covered with satellites, you are risking to miss raider mission - so it is advisable to shoot it down if possible. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
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Shooting Raider requires lots of DPS so having multiple Laser Cannon (or Phoenix) interceptor is desirable. In general Lasers do more damage to Raiders than Phoenix so get a healthy mix of both to be able to kill both Raiders and Fighters. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
&lt;br /&gt;
Fun fact: Raider (AL1) can appear even in first month of the game and it is possible to shoot it down with 4-6 Avalanche interceptors, use LEAD stance if you have to.&lt;br /&gt;
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== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
&lt;br /&gt;
At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
&lt;br /&gt;
== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
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Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
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Destroyers have Tier 4 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 50% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
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*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is serious damage upgrade for Phoenix against Destroyers, as they will now be doing 75% of its original damage. Upgraded Phoenix Cannons have higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
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*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs. Surprisingly, they are quite efficient at killing Fighters.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon pierces Destroyer armor doing large amounts of damage to it. For that reason you should highly prioritize researching and building these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. Cover your continents with 1-2 of these asap, later on you likely want 3 per continent. Do not expect to destroy Destroyers, primary objective is to damage them to 50%.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
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From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will handle lategame Destroyers.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your airforce ==&lt;br /&gt;
&lt;br /&gt;
During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
&lt;br /&gt;
== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
&lt;br /&gt;
Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
&lt;br /&gt;
*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
&lt;br /&gt;
*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
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*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. There are situation where using LEAD is the only way to kill UFOs so this stance has its place. Even when using LEAD XCOM can fail to kill UFOs as there is a dose of RNG in fights. Sometimes those 1% accidents happen.&lt;br /&gt;
&lt;br /&gt;
Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
&lt;br /&gt;
Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
&lt;br /&gt;
== Handling upgraded alien UFOs ==&lt;br /&gt;
&lt;br /&gt;
To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
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* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T5 armor and even their guns to Double Plasma. T5 armor for the most part renders Phoenix Cannons ineffective, they are back to 25-50% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
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Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
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== Firestorms ==&lt;br /&gt;
&lt;br /&gt;
Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
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Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons.&lt;br /&gt;
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== Overseers ==&lt;br /&gt;
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Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 3 armor and not too much HP, so combination of Phoenix, Pulse Lasers and EMPs should suffice. Being medium size UFO they will be easier to hit for your interceptors. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
&lt;br /&gt;
== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
&lt;br /&gt;
*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration, lower accuracy and slightly longer fire rate. This is to stop them from blowing up alien UFOs too easily (balance). Plasma Cannons have low accuracy and benefit greatly from any aim bonuses you can get, fire rate bonuses are also of great use here. Use the best pilots and keep your plains healthy. Damaged planes lose 10 aim which is a big no for Plasma weapons.&lt;br /&gt;
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*Fusion Lance is highest damaging weapon in the game with whooping damage and tier 6 penetration. To compensate it has lower accuracy and fire rate, but it is still the weapon that will quickly dispatch most UFOs you encounter. Large UFOs will still be out of reach unless you have multiple Fusion Lance Firestorms. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
&lt;br /&gt;
== Large endgame UFOs ==&lt;br /&gt;
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There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk the fleet without at least 3 Fusion Lances. With 5 Fusion Lances you can pretty much 1-shot or 2-Shot any alien ship if you are up for fun. You can even stop Terror missions this way by killing Terror ship.&lt;br /&gt;
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*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have more HP. If you spot one, hit it with Plasma weapons, Laser Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
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== Word on Battleships ==&lt;br /&gt;
&lt;br /&gt;
Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
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&lt;br /&gt;
[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
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*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123508</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123508"/>
		<updated>2025-07-23T12:53:02Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Handling Destroyers - using advanced air weapons */&lt;/p&gt;
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[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty. In newest patch  XCOM can have up to 10 interceptors on the continent giving players more flexibility or power if needed to guarantee beating RNG.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts. Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons - they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile. Note that damaged interceptors have reduced aim and stay shorter in fights so they have even less time to defeat the UFO.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
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If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
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So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
&lt;br /&gt;
== First challenge - handling alien Fighter ==&lt;br /&gt;
&lt;br /&gt;
Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
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Fighter in May will probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need several Stingray hits to hurt the Fighter. Ideally, you would want to have couple of Phoenix Cannons before first Fighter, they should make the job more manageable. Primary goal is to damage Fighter to 50% - do not try to destroy it unless fight is going surprisingly well. Don&#039;t be late with upgrades to Phoenix, aliens will upgrade UFOs.&lt;br /&gt;
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[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
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Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgraded Phoenix (Coilgun) is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. The number may change over the patches but roughly weapons are balanced in this way for long time now.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
&lt;br /&gt;
After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
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*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays. Phoenix are not as good as Lasers vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
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When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
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== Satellites ==&lt;br /&gt;
&lt;br /&gt;
Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
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== First medium UFOs - Raiders ==&lt;br /&gt;
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Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighters, but they come with heftier amount of HP. Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land. Ans if you covered whole continent with satellites you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. But, when the continent is not fully covered with satellites, you are risking to miss raider mission - so it is advisable to shoot it down if possible. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
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Shooting Raider requires lots of DPS so having multiple Laser Cannon (or Phoenix) interceptor is desirable. In general Lasers do more damage to Raiders than Phoenix so get a healthy mix of both to be able to kill both Raiders and Fighters. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
&lt;br /&gt;
Fun fact: Raider (AL1) can appear even in first month of the game and it is possible to shoot it down with 4-6 Avalanche interceptors, use LEAD stance if you have to.&lt;br /&gt;
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== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
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At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
&lt;br /&gt;
== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
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Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
&lt;br /&gt;
Destroyers have Tier 4 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 50% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
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*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is serious damage upgrade for Phoenix against Destroyers, as they will now be doing 75% of its original damage. Upgraded Phoenix Cannons have higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
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*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs. Surprisingly, they are quite efficient at killing Fighters.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon pierces Destroyer armor doing large amounts of damage to it. For that reason you should highly prioritize researching and building these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. Cover your continents with 1-2 of these asap, later on you likely want 3 per continent. Do not expect to destroy Destroyers, primary objective is to damage them to 50%.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
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From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will handle lategame Destroyers.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your airforce ==&lt;br /&gt;
&lt;br /&gt;
During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
&lt;br /&gt;
== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
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Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
&lt;br /&gt;
*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
&lt;br /&gt;
*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
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*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. One good use is for example with low cool down weapons like Stingrays, let them shoot and retreat if they miss. Aim booster is available for use in Lead stance and it is very interesting one since it guarantees that your active aircraft will hit first its 2 shots. If you have Firestorm with Fusion Lance and really want to hit your target, this could be just the thing. Aim booster requires 12 Floater corpses, which is a ton, so you will not have many of these.&lt;br /&gt;
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Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
&lt;br /&gt;
Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
&lt;br /&gt;
== Handling upgraded alien UFOs ==&lt;br /&gt;
&lt;br /&gt;
To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
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* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T5 armor and even their guns to Double Plasma. T5 armor for the most part renders Phoenix Cannons ineffective, they are back to 25-50% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
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Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
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== Firestorms ==&lt;br /&gt;
&lt;br /&gt;
Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
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Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons.&lt;br /&gt;
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== Overseers ==&lt;br /&gt;
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Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 3 armor and not too much HP, so combination of Phoenix, Pulse Lasers and EMPs should suffice. Being medium size UFO they will be easier to hit for your interceptors. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
&lt;br /&gt;
== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
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*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration, lower accuracy and slightly longer fire rate. This is to stop them from blowing up alien UFOs too easily (balance). Plasma Cannons have low accuracy and benefit greatly from any aim bonuses you can get, fire rate bonuses are also of great use here. Use the best pilots and keep your plains healthy. Damaged planes lose 10 aim which is a big no for Plasma weapons.&lt;br /&gt;
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*Fusion Lance is highest damaging weapon in the game with whooping damage and tier 6 penetration. To compensate it has lower accuracy and fire rate, but it is still the weapon that will quickly dispatch most UFOs you encounter. Large UFOs will still be out of reach unless you have multiple Fusion Lance Firestorms. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
&lt;br /&gt;
== Large endgame UFOs ==&lt;br /&gt;
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There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk the fleet without at least 3 Fusion Lances. With 5 Fusion Lances you can pretty much 1-shot or 2-Shot any alien ship if you are up for fun. You can even stop Terror missions this way by killing Terror ship.&lt;br /&gt;
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*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have more HP. If you spot one, hit it with Plasma weapons, Laser Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
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== Word on Battleships ==&lt;br /&gt;
&lt;br /&gt;
Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
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&lt;br /&gt;
[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
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*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123507</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123507"/>
		<updated>2025-07-23T12:48:25Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* First medium UFOs - Raiders */&lt;/p&gt;
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&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;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty. In newest patch  XCOM can have up to 10 interceptors on the continent giving players more flexibility or power if needed to guarantee beating RNG.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts. Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons - they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile. Note that damaged interceptors have reduced aim and stay shorter in fights so they have even less time to defeat the UFO.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
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If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
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So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
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== First challenge - handling alien Fighter ==&lt;br /&gt;
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Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
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Fighter in May will probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need several Stingray hits to hurt the Fighter. Ideally, you would want to have couple of Phoenix Cannons before first Fighter, they should make the job more manageable. Primary goal is to damage Fighter to 50% - do not try to destroy it unless fight is going surprisingly well. Don&#039;t be late with upgrades to Phoenix, aliens will upgrade UFOs.&lt;br /&gt;
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[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
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Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgraded Phoenix (Coilgun) is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. The number may change over the patches but roughly weapons are balanced in this way for long time now.&lt;br /&gt;
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== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
&lt;br /&gt;
After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
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*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays. Phoenix are not as good as Lasers vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
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When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
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== Satellites ==&lt;br /&gt;
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Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
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== First medium UFOs - Raiders ==&lt;br /&gt;
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Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighters, but they come with heftier amount of HP. Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land. Ans if you covered whole continent with satellites you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. But, when the continent is not fully covered with satellites, you are risking to miss raider mission - so it is advisable to shoot it down if possible. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
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Shooting Raider requires lots of DPS so having multiple Laser Cannon (or Phoenix) interceptor is desirable. In general Lasers do more damage to Raiders than Phoenix so get a healthy mix of both to be able to kill both Raiders and Fighters. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
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Fun fact: Raider (AL1) can appear even in first month of the game and it is possible to shoot it down with 4-6 Avalanche interceptors, use LEAD stance if you have to.&lt;br /&gt;
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== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
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At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
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== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
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Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
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Destroyers have Tier 4 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 50% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
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*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is serious damage upgrade for Phoenix against Destroyers, as they will now be doing 75% of its original damage. Upgraded Phoenix Cannons have higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
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*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs. Surprisingly, they are quite efficient at killing Fighters.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon is Tier 4 weapons and it pierces Destroyer armor doing full damage to it. For that reason you should highly prioritize researching and building at least one of these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. With 2 EMPs you will likely be able to shoot down even Destroyers regularly. Cover your continents with 1-2 of these asap, later on you likely want 3 per continent.&lt;br /&gt;
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[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
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From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will one-shot these Destroyers. They will eventually upgrade enough HP to survive, but with some help from other weapons they will be shot down.&lt;br /&gt;
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== Upgrading your airforce ==&lt;br /&gt;
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During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
&lt;br /&gt;
== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
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Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
&lt;br /&gt;
*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
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*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
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*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. One good use is for example with low cool down weapons like Stingrays, let them shoot and retreat if they miss. Aim booster is available for use in Lead stance and it is very interesting one since it guarantees that your active aircraft will hit first its 2 shots. If you have Firestorm with Fusion Lance and really want to hit your target, this could be just the thing. Aim booster requires 12 Floater corpses, which is a ton, so you will not have many of these.&lt;br /&gt;
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Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
&lt;br /&gt;
Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
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== Handling upgraded alien UFOs ==&lt;br /&gt;
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To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
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* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T5 armor and even their guns to Double Plasma. T5 armor for the most part renders Phoenix Cannons ineffective, they are back to 25-50% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
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Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
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== Firestorms ==&lt;br /&gt;
&lt;br /&gt;
Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
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Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons.&lt;br /&gt;
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== Overseers ==&lt;br /&gt;
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Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 3 armor and not too much HP, so combination of Phoenix, Pulse Lasers and EMPs should suffice. Being medium size UFO they will be easier to hit for your interceptors. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
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== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
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*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration, lower accuracy and slightly longer fire rate. This is to stop them from blowing up alien UFOs too easily (balance). Plasma Cannons have low accuracy and benefit greatly from any aim bonuses you can get, fire rate bonuses are also of great use here. Use the best pilots and keep your plains healthy. Damaged planes lose 10 aim which is a big no for Plasma weapons.&lt;br /&gt;
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*Fusion Lance is highest damaging weapon in the game with whooping damage and tier 6 penetration. To compensate it has lower accuracy and fire rate, but it is still the weapon that will quickly dispatch most UFOs you encounter. Large UFOs will still be out of reach unless you have multiple Fusion Lance Firestorms. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
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== Large endgame UFOs ==&lt;br /&gt;
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There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk the fleet without at least 3 Fusion Lances. With 5 Fusion Lances you can pretty much 1-shot or 2-Shot any alien ship if you are up for fun. You can even stop Terror missions this way by killing Terror ship.&lt;br /&gt;
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*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have more HP. If you spot one, hit it with Plasma weapons, Laser Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
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== Word on Battleships ==&lt;br /&gt;
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Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
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[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
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*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123506</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123506"/>
		<updated>2025-07-23T12:41:11Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* First challenge - handling alien Fighter */&lt;/p&gt;
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&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;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty. In newest patch  XCOM can have up to 10 interceptors on the continent giving players more flexibility or power if needed to guarantee beating RNG.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts. Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons - they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile. Note that damaged interceptors have reduced aim and stay shorter in fights so they have even less time to defeat the UFO.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
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If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
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So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
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== First challenge - handling alien Fighter ==&lt;br /&gt;
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Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
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Fighter in May will probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need several Stingray hits to hurt the Fighter. Ideally, you would want to have couple of Phoenix Cannons before first Fighter, they should make the job more manageable. Primary goal is to damage Fighter to 50% - do not try to destroy it unless fight is going surprisingly well. Don&#039;t be late with upgrades to Phoenix, aliens will upgrade UFOs.&lt;br /&gt;
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[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
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Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgraded Phoenix (Coilgun) is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. The number may change over the patches but roughly weapons are balanced in this way for long time now.&lt;br /&gt;
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== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
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After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
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*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays. Phoenix are not as good as Lasers vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
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When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
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== Satellites ==&lt;br /&gt;
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Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
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== First medium UFOs - Raiders ==&lt;br /&gt;
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Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighter, but they come with hefty amount of HP (3000 HP + 25% per upgrade). Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land so you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
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Shooting Raider requires lots of DPS so having multiple Laser Cannon interceptor is desirable. Some people like to have 4 Laser Cannons and only 2 Phoenix for this reason, but then you risk losing Satellites to Fighter attacks. That may be acceptable risk, it is ultimately player&#039;s decision to decide what to prioritize. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
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Fun fact: Raider (AL1) can appear even in first month of the game and it is possible to shoot it down with 4 Avalanche interceptors.&lt;br /&gt;
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== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
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At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
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== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
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Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
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Destroyers have Tier 4 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 50% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
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*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is serious damage upgrade for Phoenix against Destroyers, as they will now be doing 75% of its original damage. Upgraded Phoenix Cannons have higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
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*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs. Surprisingly, they are quite efficient at killing Fighters.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon is Tier 4 weapons and it pierces Destroyer armor doing full damage to it. For that reason you should highly prioritize researching and building at least one of these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. With 2 EMPs you will likely be able to shoot down even Destroyers regularly. Cover your continents with 1-2 of these asap, later on you likely want 3 per continent.&lt;br /&gt;
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[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
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From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will one-shot these Destroyers. They will eventually upgrade enough HP to survive, but with some help from other weapons they will be shot down.&lt;br /&gt;
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== Upgrading your airforce ==&lt;br /&gt;
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During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
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== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
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Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
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*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
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*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
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*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. One good use is for example with low cool down weapons like Stingrays, let them shoot and retreat if they miss. Aim booster is available for use in Lead stance and it is very interesting one since it guarantees that your active aircraft will hit first its 2 shots. If you have Firestorm with Fusion Lance and really want to hit your target, this could be just the thing. Aim booster requires 12 Floater corpses, which is a ton, so you will not have many of these.&lt;br /&gt;
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Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
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Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
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== Handling upgraded alien UFOs ==&lt;br /&gt;
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To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
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* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T5 armor and even their guns to Double Plasma. T5 armor for the most part renders Phoenix Cannons ineffective, they are back to 25-50% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
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Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
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== Firestorms ==&lt;br /&gt;
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Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
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Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons.&lt;br /&gt;
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== Overseers ==&lt;br /&gt;
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Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 3 armor and not too much HP, so combination of Phoenix, Pulse Lasers and EMPs should suffice. Being medium size UFO they will be easier to hit for your interceptors. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
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== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
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*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration, lower accuracy and slightly longer fire rate. This is to stop them from blowing up alien UFOs too easily (balance). Plasma Cannons have low accuracy and benefit greatly from any aim bonuses you can get, fire rate bonuses are also of great use here. Use the best pilots and keep your plains healthy. Damaged planes lose 10 aim which is a big no for Plasma weapons.&lt;br /&gt;
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*Fusion Lance is highest damaging weapon in the game with whooping damage and tier 6 penetration. To compensate it has lower accuracy and fire rate, but it is still the weapon that will quickly dispatch most UFOs you encounter. Large UFOs will still be out of reach unless you have multiple Fusion Lance Firestorms. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
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== Large endgame UFOs ==&lt;br /&gt;
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There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk the fleet without at least 3 Fusion Lances. With 5 Fusion Lances you can pretty much 1-shot or 2-Shot any alien ship if you are up for fun. You can even stop Terror missions this way by killing Terror ship.&lt;br /&gt;
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*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have more HP. If you spot one, hit it with Plasma weapons, Laser Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
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== Word on Battleships ==&lt;br /&gt;
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Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
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[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
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*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123505</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123505"/>
		<updated>2025-07-23T12:36:27Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Understanding aircrafts stats */&lt;/p&gt;
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&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;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty. In newest patch  XCOM can have up to 10 interceptors on the continent giving players more flexibility or power if needed to guarantee beating RNG.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts. Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons - they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile. Note that damaged interceptors have reduced aim and stay shorter in fights so they have even less time to defeat the UFO.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
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If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
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So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
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== First challenge - handling alien Fighter ==&lt;br /&gt;
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Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
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Fighter is still small UFO, so it starts with 600 HP only, but in May it will be probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need 2-4 of Stingray hits to hurt the Fighter. Ideally, you would want to have Phoenix Cannons before first Fighter, they should make the job more manageable. If not, with some luck 2-4 Stingray will do the trick. But don&#039;t be late with upgrades, aliens will upgrade UFOs.&lt;br /&gt;
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[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
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Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgrade Phoenix is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. Fusion is 65% upgrade over Plasma and will regularly one-shot AL1-AL9 fighters and occasionally even higher levels.&lt;br /&gt;
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== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
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After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
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*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays. Phoenix are not as good as Lasers vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
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When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
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== Satellites ==&lt;br /&gt;
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Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
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== First medium UFOs - Raiders ==&lt;br /&gt;
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Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighter, but they come with hefty amount of HP (3000 HP + 25% per upgrade). Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land so you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
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Shooting Raider requires lots of DPS so having multiple Laser Cannon interceptor is desirable. Some people like to have 4 Laser Cannons and only 2 Phoenix for this reason, but then you risk losing Satellites to Fighter attacks. That may be acceptable risk, it is ultimately player&#039;s decision to decide what to prioritize. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
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Fun fact: Raider (AL1) can appear even in first month of the game and it is possible to shoot it down with 4 Avalanche interceptors.&lt;br /&gt;
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== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
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At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
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== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
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Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
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Destroyers have Tier 4 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 50% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
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*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is serious damage upgrade for Phoenix against Destroyers, as they will now be doing 75% of its original damage. Upgraded Phoenix Cannons have higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
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*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs. Surprisingly, they are quite efficient at killing Fighters.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon is Tier 4 weapons and it pierces Destroyer armor doing full damage to it. For that reason you should highly prioritize researching and building at least one of these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. With 2 EMPs you will likely be able to shoot down even Destroyers regularly. Cover your continents with 1-2 of these asap, later on you likely want 3 per continent.&lt;br /&gt;
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[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
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From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will one-shot these Destroyers. They will eventually upgrade enough HP to survive, but with some help from other weapons they will be shot down.&lt;br /&gt;
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== Upgrading your airforce ==&lt;br /&gt;
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During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
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== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
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Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
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*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
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*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
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*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. One good use is for example with low cool down weapons like Stingrays, let them shoot and retreat if they miss. Aim booster is available for use in Lead stance and it is very interesting one since it guarantees that your active aircraft will hit first its 2 shots. If you have Firestorm with Fusion Lance and really want to hit your target, this could be just the thing. Aim booster requires 12 Floater corpses, which is a ton, so you will not have many of these.&lt;br /&gt;
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Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
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Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
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== Handling upgraded alien UFOs ==&lt;br /&gt;
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To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
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* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T5 armor and even their guns to Double Plasma. T5 armor for the most part renders Phoenix Cannons ineffective, they are back to 25-50% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
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Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
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== Firestorms ==&lt;br /&gt;
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Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
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Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons.&lt;br /&gt;
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== Overseers ==&lt;br /&gt;
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Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 3 armor and not too much HP, so combination of Phoenix, Pulse Lasers and EMPs should suffice. Being medium size UFO they will be easier to hit for your interceptors. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
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== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
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*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration, lower accuracy and slightly longer fire rate. This is to stop them from blowing up alien UFOs too easily (balance). Plasma Cannons have low accuracy and benefit greatly from any aim bonuses you can get, fire rate bonuses are also of great use here. Use the best pilots and keep your plains healthy. Damaged planes lose 10 aim which is a big no for Plasma weapons.&lt;br /&gt;
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*Fusion Lance is highest damaging weapon in the game with whooping damage and tier 6 penetration. To compensate it has lower accuracy and fire rate, but it is still the weapon that will quickly dispatch most UFOs you encounter. Large UFOs will still be out of reach unless you have multiple Fusion Lance Firestorms. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
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== Large endgame UFOs ==&lt;br /&gt;
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There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk the fleet without at least 3 Fusion Lances. With 5 Fusion Lances you can pretty much 1-shot or 2-Shot any alien ship if you are up for fun. You can even stop Terror missions this way by killing Terror ship.&lt;br /&gt;
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*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have more HP. If you spot one, hit it with Plasma weapons, Laser Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
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== Word on Battleships ==&lt;br /&gt;
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Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
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[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
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*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123504</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=123504"/>
		<updated>2025-07-23T12:33:50Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Starting steps */&lt;/p&gt;
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[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty. In newest patch  XCOM can have up to 10 interceptors on the continent giving players more flexibility or power if needed to guarantee beating RNG.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts (2000 HP vs 400 HP). Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons, they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
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If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
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So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
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== First challenge - handling alien Fighter ==&lt;br /&gt;
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Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
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Fighter is still small UFO, so it starts with 600 HP only, but in May it will be probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need 2-4 of Stingray hits to hurt the Fighter. Ideally, you would want to have Phoenix Cannons before first Fighter, they should make the job more manageable. If not, with some luck 2-4 Stingray will do the trick. But don&#039;t be late with upgrades, aliens will upgrade UFOs.&lt;br /&gt;
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[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
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Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgrade Phoenix is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. Fusion is 65% upgrade over Plasma and will regularly one-shot AL1-AL9 fighters and occasionally even higher levels.&lt;br /&gt;
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== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
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After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
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*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays. Phoenix are not as good as Lasers vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
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When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
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== Satellites ==&lt;br /&gt;
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Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
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== First medium UFOs - Raiders ==&lt;br /&gt;
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Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighter, but they come with hefty amount of HP (3000 HP + 25% per upgrade). Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land so you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
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Shooting Raider requires lots of DPS so having multiple Laser Cannon interceptor is desirable. Some people like to have 4 Laser Cannons and only 2 Phoenix for this reason, but then you risk losing Satellites to Fighter attacks. That may be acceptable risk, it is ultimately player&#039;s decision to decide what to prioritize. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
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Fun fact: Raider (AL1) can appear even in first month of the game and it is possible to shoot it down with 4 Avalanche interceptors.&lt;br /&gt;
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== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
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At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
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== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
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Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
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Destroyers have Tier 4 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 50% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
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*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is serious damage upgrade for Phoenix against Destroyers, as they will now be doing 75% of its original damage. Upgraded Phoenix Cannons have higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
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*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs. Surprisingly, they are quite efficient at killing Fighters.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon is Tier 4 weapons and it pierces Destroyer armor doing full damage to it. For that reason you should highly prioritize researching and building at least one of these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. With 2 EMPs you will likely be able to shoot down even Destroyers regularly. Cover your continents with 1-2 of these asap, later on you likely want 3 per continent.&lt;br /&gt;
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[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
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From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will one-shot these Destroyers. They will eventually upgrade enough HP to survive, but with some help from other weapons they will be shot down.&lt;br /&gt;
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== Upgrading your airforce ==&lt;br /&gt;
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During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
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== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
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Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
&lt;br /&gt;
*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
&lt;br /&gt;
*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
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*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. One good use is for example with low cool down weapons like Stingrays, let them shoot and retreat if they miss. Aim booster is available for use in Lead stance and it is very interesting one since it guarantees that your active aircraft will hit first its 2 shots. If you have Firestorm with Fusion Lance and really want to hit your target, this could be just the thing. Aim booster requires 12 Floater corpses, which is a ton, so you will not have many of these.&lt;br /&gt;
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Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
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Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
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== Handling upgraded alien UFOs ==&lt;br /&gt;
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To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
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* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T5 armor and even their guns to Double Plasma. T5 armor for the most part renders Phoenix Cannons ineffective, they are back to 25-50% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
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Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
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== Firestorms ==&lt;br /&gt;
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Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
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Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons.&lt;br /&gt;
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== Overseers ==&lt;br /&gt;
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Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 3 armor and not too much HP, so combination of Phoenix, Pulse Lasers and EMPs should suffice. Being medium size UFO they will be easier to hit for your interceptors. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
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== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
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*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration, lower accuracy and slightly longer fire rate. This is to stop them from blowing up alien UFOs too easily (balance). Plasma Cannons have low accuracy and benefit greatly from any aim bonuses you can get, fire rate bonuses are also of great use here. Use the best pilots and keep your plains healthy. Damaged planes lose 10 aim which is a big no for Plasma weapons.&lt;br /&gt;
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*Fusion Lance is highest damaging weapon in the game with whooping damage and tier 6 penetration. To compensate it has lower accuracy and fire rate, but it is still the weapon that will quickly dispatch most UFOs you encounter. Large UFOs will still be out of reach unless you have multiple Fusion Lance Firestorms. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
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== Large endgame UFOs ==&lt;br /&gt;
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There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk the fleet without at least 3 Fusion Lances. With 5 Fusion Lances you can pretty much 1-shot or 2-Shot any alien ship if you are up for fun. You can even stop Terror missions this way by killing Terror ship.&lt;br /&gt;
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*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have more HP. If you spot one, hit it with Plasma weapons, Laser Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
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== Word on Battleships ==&lt;br /&gt;
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Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
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[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
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*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=120868</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=120868"/>
		<updated>2025-02-09T18:10:09Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Endgame weapons (Plasma Cannon and Fusion Lance) */&lt;/p&gt;
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[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts (2000 HP vs 400 HP). Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons, they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
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If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
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So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
&lt;br /&gt;
== First challenge - handling alien Fighter ==&lt;br /&gt;
&lt;br /&gt;
Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
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Fighter is still small UFO, so it starts with 600 HP only, but in May it will be probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need 2-4 of Stingray hits to hurt the Fighter. Ideally, you would want to have Phoenix Cannons before first Fighter, they should make the job more manageable. If not, with some luck 2-4 Stingray will do the trick. But don&#039;t be late with upgrades, aliens will upgrade UFOs.&lt;br /&gt;
&lt;br /&gt;
[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
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Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgrade Phoenix is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. Fusion is 65% upgrade over Plasma and will regularly one-shot AL1-AL9 fighters and occasionally even higher levels.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
&lt;br /&gt;
After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
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*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays. Phoenix are not as good as Lasers vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
&lt;br /&gt;
When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
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== Satellites ==&lt;br /&gt;
&lt;br /&gt;
Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
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== First medium UFOs - Raiders ==&lt;br /&gt;
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Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighter, but they come with hefty amount of HP (3000 HP + 25% per upgrade). Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land so you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
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Shooting Raider requires lots of DPS so having multiple Laser Cannon interceptor is desirable. Some people like to have 4 Laser Cannons and only 2 Phoenix for this reason, but then you risk losing Satellites to Fighter attacks. That may be acceptable risk, it is ultimately player&#039;s decision to decide what to prioritize. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
&lt;br /&gt;
Fun fact: Raider (AL1) can appear even in first month of the game and it is possible to shoot it down with 4 Avalanche interceptors.&lt;br /&gt;
&lt;br /&gt;
== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
&lt;br /&gt;
At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
&lt;br /&gt;
== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
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Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
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Destroyers have Tier 4 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 50% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
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*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is serious damage upgrade for Phoenix against Destroyers, as they will now be doing 75% of its original damage. Upgraded Phoenix Cannons have higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
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*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs. Surprisingly, they are quite efficient at killing Fighters.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon is Tier 4 weapons and it pierces Destroyer armor doing full damage to it. For that reason you should highly prioritize researching and building at least one of these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. With 2 EMPs you will likely be able to shoot down even Destroyers regularly. Cover your continents with 1-2 of these asap, later on you likely want 3 per continent.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
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From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will one-shot these Destroyers. They will eventually upgrade enough HP to survive, but with some help from other weapons they will be shot down.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your airforce ==&lt;br /&gt;
&lt;br /&gt;
During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
&lt;br /&gt;
== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
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Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
&lt;br /&gt;
*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
&lt;br /&gt;
*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
&lt;br /&gt;
*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. One good use is for example with low cool down weapons like Stingrays, let them shoot and retreat if they miss. Aim booster is available for use in Lead stance and it is very interesting one since it guarantees that your active aircraft will hit first its 2 shots. If you have Firestorm with Fusion Lance and really want to hit your target, this could be just the thing. Aim booster requires 12 Floater corpses, which is a ton, so you will not have many of these.&lt;br /&gt;
&lt;br /&gt;
Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
&lt;br /&gt;
Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
&lt;br /&gt;
== Handling upgraded alien UFOs ==&lt;br /&gt;
&lt;br /&gt;
To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
&lt;br /&gt;
* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T5 armor and even their guns to Double Plasma. T5 armor for the most part renders Phoenix Cannons ineffective, they are back to 25-50% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
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Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
&lt;br /&gt;
== Firestorms ==&lt;br /&gt;
&lt;br /&gt;
Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
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Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons.&lt;br /&gt;
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== Overseers ==&lt;br /&gt;
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Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 3 armor and not too much HP, so combination of Phoenix, Pulse Lasers and EMPs should suffice. Being medium size UFO they will be easier to hit for your interceptors. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
&lt;br /&gt;
== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
&lt;br /&gt;
*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration, lower accuracy and slightly longer fire rate. This is to stop them from blowing up alien UFOs too easily (balance). Plasma Cannons have low accuracy and benefit greatly from any aim bonuses you can get, fire rate bonuses are also of great use here. Use the best pilots and keep your plains healthy. Damaged planes lose 10 aim which is a big no for Plasma weapons.&lt;br /&gt;
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*Fusion Lance is highest damaging weapon in the game with whooping damage and tier 6 penetration. To compensate it has lower accuracy and fire rate, but it is still the weapon that will quickly dispatch most UFOs you encounter. Large UFOs will still be out of reach unless you have multiple Fusion Lance Firestorms. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
&lt;br /&gt;
== Large endgame UFOs ==&lt;br /&gt;
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There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk the fleet without at least 3 Fusion Lances. With 5 Fusion Lances you can pretty much 1-shot or 2-Shot any alien ship if you are up for fun. You can even stop Terror missions this way by killing Terror ship.&lt;br /&gt;
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*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have more HP. If you spot one, hit it with Plasma weapons, Laser Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
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== Word on Battleships ==&lt;br /&gt;
&lt;br /&gt;
Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
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[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
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*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=120867</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=120867"/>
		<updated>2025-02-09T18:04:49Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Overseers */&lt;/p&gt;
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&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;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts (2000 HP vs 400 HP). Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons, they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
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If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
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So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
&lt;br /&gt;
== First challenge - handling alien Fighter ==&lt;br /&gt;
&lt;br /&gt;
Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
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Fighter is still small UFO, so it starts with 600 HP only, but in May it will be probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need 2-4 of Stingray hits to hurt the Fighter. Ideally, you would want to have Phoenix Cannons before first Fighter, they should make the job more manageable. If not, with some luck 2-4 Stingray will do the trick. But don&#039;t be late with upgrades, aliens will upgrade UFOs.&lt;br /&gt;
&lt;br /&gt;
[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
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Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgrade Phoenix is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. Fusion is 65% upgrade over Plasma and will regularly one-shot AL1-AL9 fighters and occasionally even higher levels.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
&lt;br /&gt;
After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
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*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays. Phoenix are not as good as Lasers vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
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When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
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== Satellites ==&lt;br /&gt;
&lt;br /&gt;
Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
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== First medium UFOs - Raiders ==&lt;br /&gt;
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Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighter, but they come with hefty amount of HP (3000 HP + 25% per upgrade). Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land so you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
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Shooting Raider requires lots of DPS so having multiple Laser Cannon interceptor is desirable. Some people like to have 4 Laser Cannons and only 2 Phoenix for this reason, but then you risk losing Satellites to Fighter attacks. That may be acceptable risk, it is ultimately player&#039;s decision to decide what to prioritize. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
&lt;br /&gt;
Fun fact: Raider (AL1) can appear even in first month of the game and it is possible to shoot it down with 4 Avalanche interceptors.&lt;br /&gt;
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== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
&lt;br /&gt;
At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
&lt;br /&gt;
== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
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Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
&lt;br /&gt;
Destroyers have Tier 4 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 50% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
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*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is serious damage upgrade for Phoenix against Destroyers, as they will now be doing 75% of its original damage. Upgraded Phoenix Cannons have higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
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*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs. Surprisingly, they are quite efficient at killing Fighters.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon is Tier 4 weapons and it pierces Destroyer armor doing full damage to it. For that reason you should highly prioritize researching and building at least one of these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. With 2 EMPs you will likely be able to shoot down even Destroyers regularly. Cover your continents with 1-2 of these asap, later on you likely want 3 per continent.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
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From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will one-shot these Destroyers. They will eventually upgrade enough HP to survive, but with some help from other weapons they will be shot down.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your airforce ==&lt;br /&gt;
&lt;br /&gt;
During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
&lt;br /&gt;
== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
&lt;br /&gt;
Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
&lt;br /&gt;
*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
&lt;br /&gt;
*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
&lt;br /&gt;
*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. One good use is for example with low cool down weapons like Stingrays, let them shoot and retreat if they miss. Aim booster is available for use in Lead stance and it is very interesting one since it guarantees that your active aircraft will hit first its 2 shots. If you have Firestorm with Fusion Lance and really want to hit your target, this could be just the thing. Aim booster requires 12 Floater corpses, which is a ton, so you will not have many of these.&lt;br /&gt;
&lt;br /&gt;
Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
&lt;br /&gt;
Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
&lt;br /&gt;
== Handling upgraded alien UFOs ==&lt;br /&gt;
&lt;br /&gt;
To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
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* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T5 armor and even their guns to Double Plasma. T5 armor for the most part renders Phoenix Cannons ineffective, they are back to 25-50% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
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Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
&lt;br /&gt;
== Firestorms ==&lt;br /&gt;
&lt;br /&gt;
Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
&lt;br /&gt;
Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons.&lt;br /&gt;
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== Overseers ==&lt;br /&gt;
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Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 3 armor and not too much HP, so combination of Phoenix, Pulse Lasers and EMPs should suffice. Being medium size UFO they will be easier to hit for your interceptors. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
&lt;br /&gt;
== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
&lt;br /&gt;
*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration and slightly longer fire rate. This is to stop them from blowing up large alien UFOs (balance). EMP Cannons do have a bit better armor penetration, but thanks to its raw damage (1600 Plasma vs 420 of EMP Cannon) Plasma is superior weapon. It will even deal about 25% more damage than EMP vs highly armored tier 6 Destroyer and will outperform it heavily against other targets. It is an excellent weapon against anything else we mentioned so far. Interestingly enough it is comparable to Upgraded Laser Cannons when attacking unarmored targets.&lt;br /&gt;
&lt;br /&gt;
*Fusion Lance is highest damaging weapon in the game with whooping 5000 damage and tier 6 penetration. To compensate it has lower accuracy and fire rate, but it is still the weapon that will 1-shot or 2-shot most UFOs. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
&lt;br /&gt;
== Large endgame UFOs ==&lt;br /&gt;
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There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk the fleet without at least 3 Fusion Lances. With 5 Fusion Lances you can pretty much 1-shot or 2-Shot any alien ship if you are up for fun. You can even stop Terror missions this way by killing Terror ship.&lt;br /&gt;
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*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have more HP. If you spot one, hit it with Plasma weapons, Laser Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
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== Word on Battleships ==&lt;br /&gt;
&lt;br /&gt;
Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
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&lt;br /&gt;
[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
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*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=120866</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=120866"/>
		<updated>2025-02-09T18:02:38Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Handling upgraded alien UFOs */&lt;/p&gt;
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&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;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts (2000 HP vs 400 HP). Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons, they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
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If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
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So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
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== First challenge - handling alien Fighter ==&lt;br /&gt;
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Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
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Fighter is still small UFO, so it starts with 600 HP only, but in May it will be probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need 2-4 of Stingray hits to hurt the Fighter. Ideally, you would want to have Phoenix Cannons before first Fighter, they should make the job more manageable. If not, with some luck 2-4 Stingray will do the trick. But don&#039;t be late with upgrades, aliens will upgrade UFOs.&lt;br /&gt;
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[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
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Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgrade Phoenix is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. Fusion is 65% upgrade over Plasma and will regularly one-shot AL1-AL9 fighters and occasionally even higher levels.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
&lt;br /&gt;
After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
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*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays. Phoenix are not as good as Lasers vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
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When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
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== Satellites ==&lt;br /&gt;
&lt;br /&gt;
Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
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== First medium UFOs - Raiders ==&lt;br /&gt;
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Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighter, but they come with hefty amount of HP (3000 HP + 25% per upgrade). Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land so you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
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Shooting Raider requires lots of DPS so having multiple Laser Cannon interceptor is desirable. Some people like to have 4 Laser Cannons and only 2 Phoenix for this reason, but then you risk losing Satellites to Fighter attacks. That may be acceptable risk, it is ultimately player&#039;s decision to decide what to prioritize. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
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Fun fact: Raider (AL1) can appear even in first month of the game and it is possible to shoot it down with 4 Avalanche interceptors.&lt;br /&gt;
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== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
&lt;br /&gt;
At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
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== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
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Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
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Destroyers have Tier 4 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 50% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
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*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is serious damage upgrade for Phoenix against Destroyers, as they will now be doing 75% of its original damage. Upgraded Phoenix Cannons have higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
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*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs. Surprisingly, they are quite efficient at killing Fighters.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon is Tier 4 weapons and it pierces Destroyer armor doing full damage to it. For that reason you should highly prioritize researching and building at least one of these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. With 2 EMPs you will likely be able to shoot down even Destroyers regularly. Cover your continents with 1-2 of these asap, later on you likely want 3 per continent.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
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From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will one-shot these Destroyers. They will eventually upgrade enough HP to survive, but with some help from other weapons they will be shot down.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your airforce ==&lt;br /&gt;
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During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
&lt;br /&gt;
== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
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Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
&lt;br /&gt;
*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
&lt;br /&gt;
*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
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*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. One good use is for example with low cool down weapons like Stingrays, let them shoot and retreat if they miss. Aim booster is available for use in Lead stance and it is very interesting one since it guarantees that your active aircraft will hit first its 2 shots. If you have Firestorm with Fusion Lance and really want to hit your target, this could be just the thing. Aim booster requires 12 Floater corpses, which is a ton, so you will not have many of these.&lt;br /&gt;
&lt;br /&gt;
Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
&lt;br /&gt;
Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
&lt;br /&gt;
== Handling upgraded alien UFOs ==&lt;br /&gt;
&lt;br /&gt;
To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
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* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T5 armor and even their guns to Double Plasma. T5 armor for the most part renders Phoenix Cannons ineffective, they are back to 25-50% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
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Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
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== Firestorms ==&lt;br /&gt;
&lt;br /&gt;
Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
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Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons.&lt;br /&gt;
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== Overseers ==&lt;br /&gt;
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Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 5 armor so combination of EMP cannons and Phoenix should suffice. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
&lt;br /&gt;
== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
&lt;br /&gt;
*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration and slightly longer fire rate. This is to stop them from blowing up large alien UFOs (balance). EMP Cannons do have a bit better armor penetration, but thanks to its raw damage (1600 Plasma vs 420 of EMP Cannon) Plasma is superior weapon. It will even deal about 25% more damage than EMP vs highly armored tier 6 Destroyer and will outperform it heavily against other targets. It is an excellent weapon against anything else we mentioned so far. Interestingly enough it is comparable to Upgraded Laser Cannons when attacking unarmored targets.&lt;br /&gt;
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*Fusion Lance is highest damaging weapon in the game with whooping 5000 damage and tier 6 penetration. To compensate it has lower accuracy and fire rate, but it is still the weapon that will 1-shot or 2-shot most UFOs. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
&lt;br /&gt;
== Large endgame UFOs ==&lt;br /&gt;
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There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk the fleet without at least 3 Fusion Lances. With 5 Fusion Lances you can pretty much 1-shot or 2-Shot any alien ship if you are up for fun. You can even stop Terror missions this way by killing Terror ship.&lt;br /&gt;
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*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have more HP. If you spot one, hit it with Plasma weapons, Laser Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
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== Word on Battleships ==&lt;br /&gt;
&lt;br /&gt;
Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
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[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
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*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=120865</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=120865"/>
		<updated>2025-02-09T17:58:49Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Handling Destroyers - using advanced air weapons */&lt;/p&gt;
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&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;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts (2000 HP vs 400 HP). Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons, they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
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If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
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So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
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== First challenge - handling alien Fighter ==&lt;br /&gt;
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Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
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Fighter is still small UFO, so it starts with 600 HP only, but in May it will be probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need 2-4 of Stingray hits to hurt the Fighter. Ideally, you would want to have Phoenix Cannons before first Fighter, they should make the job more manageable. If not, with some luck 2-4 Stingray will do the trick. But don&#039;t be late with upgrades, aliens will upgrade UFOs.&lt;br /&gt;
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[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
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Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgrade Phoenix is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. Fusion is 65% upgrade over Plasma and will regularly one-shot AL1-AL9 fighters and occasionally even higher levels.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
&lt;br /&gt;
After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
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*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays. Phoenix are not as good as Lasers vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
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When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
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== Satellites ==&lt;br /&gt;
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Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
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== First medium UFOs - Raiders ==&lt;br /&gt;
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Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighter, but they come with hefty amount of HP (3000 HP + 25% per upgrade). Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land so you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
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Shooting Raider requires lots of DPS so having multiple Laser Cannon interceptor is desirable. Some people like to have 4 Laser Cannons and only 2 Phoenix for this reason, but then you risk losing Satellites to Fighter attacks. That may be acceptable risk, it is ultimately player&#039;s decision to decide what to prioritize. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
&lt;br /&gt;
Fun fact: Raider (AL1) can appear even in first month of the game and it is possible to shoot it down with 4 Avalanche interceptors.&lt;br /&gt;
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== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
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At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
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== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
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Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
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Destroyers have Tier 4 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 50% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
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*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is serious damage upgrade for Phoenix against Destroyers, as they will now be doing 75% of its original damage. Upgraded Phoenix Cannons have higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
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*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs. Surprisingly, they are quite efficient at killing Fighters.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon is Tier 4 weapons and it pierces Destroyer armor doing full damage to it. For that reason you should highly prioritize researching and building at least one of these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. With 2 EMPs you will likely be able to shoot down even Destroyers regularly. Cover your continents with 1-2 of these asap, later on you likely want 3 per continent.&lt;br /&gt;
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[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
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From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will one-shot these Destroyers. They will eventually upgrade enough HP to survive, but with some help from other weapons they will be shot down.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your airforce ==&lt;br /&gt;
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During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
&lt;br /&gt;
== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
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Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
&lt;br /&gt;
*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
&lt;br /&gt;
*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
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*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. One good use is for example with low cool down weapons like Stingrays, let them shoot and retreat if they miss. Aim booster is available for use in Lead stance and it is very interesting one since it guarantees that your active aircraft will hit first its 2 shots. If you have Firestorm with Fusion Lance and really want to hit your target, this could be just the thing. Aim booster requires 12 Floater corpses, which is a ton, so you will not have many of these.&lt;br /&gt;
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Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
&lt;br /&gt;
Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
&lt;br /&gt;
== Handling upgraded alien UFOs ==&lt;br /&gt;
&lt;br /&gt;
To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
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* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T6 armor and even their guns to Double Plasma. T6 armor for the most part renders Phoenix Cannons ineffective, they are back to 25% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
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Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
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== Firestorms ==&lt;br /&gt;
&lt;br /&gt;
Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
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Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons.&lt;br /&gt;
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== Overseers ==&lt;br /&gt;
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Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 5 armor so combination of EMP cannons and Phoenix should suffice. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
&lt;br /&gt;
== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
&lt;br /&gt;
*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration and slightly longer fire rate. This is to stop them from blowing up large alien UFOs (balance). EMP Cannons do have a bit better armor penetration, but thanks to its raw damage (1600 Plasma vs 420 of EMP Cannon) Plasma is superior weapon. It will even deal about 25% more damage than EMP vs highly armored tier 6 Destroyer and will outperform it heavily against other targets. It is an excellent weapon against anything else we mentioned so far. Interestingly enough it is comparable to Upgraded Laser Cannons when attacking unarmored targets.&lt;br /&gt;
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*Fusion Lance is highest damaging weapon in the game with whooping 5000 damage and tier 6 penetration. To compensate it has lower accuracy and fire rate, but it is still the weapon that will 1-shot or 2-shot most UFOs. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
&lt;br /&gt;
== Large endgame UFOs ==&lt;br /&gt;
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There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk the fleet without at least 3 Fusion Lances. With 5 Fusion Lances you can pretty much 1-shot or 2-Shot any alien ship if you are up for fun. You can even stop Terror missions this way by killing Terror ship.&lt;br /&gt;
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*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have more HP. If you spot one, hit it with Plasma weapons, Laser Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
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== Word on Battleships ==&lt;br /&gt;
&lt;br /&gt;
Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
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[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
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*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=120864</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=120864"/>
		<updated>2025-02-09T17:54:13Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* First medium UFOs - Raiders */&lt;/p&gt;
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&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;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts (2000 HP vs 400 HP). Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons, they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
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If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
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So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
&lt;br /&gt;
== First challenge - handling alien Fighter ==&lt;br /&gt;
&lt;br /&gt;
Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
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Fighter is still small UFO, so it starts with 600 HP only, but in May it will be probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need 2-4 of Stingray hits to hurt the Fighter. Ideally, you would want to have Phoenix Cannons before first Fighter, they should make the job more manageable. If not, with some luck 2-4 Stingray will do the trick. But don&#039;t be late with upgrades, aliens will upgrade UFOs.&lt;br /&gt;
&lt;br /&gt;
[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
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Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgrade Phoenix is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. Fusion is 65% upgrade over Plasma and will regularly one-shot AL1-AL9 fighters and occasionally even higher levels.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
&lt;br /&gt;
After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
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*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays. Phoenix are not as good as Lasers vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
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When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
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== Satellites ==&lt;br /&gt;
&lt;br /&gt;
Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
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== First medium UFOs - Raiders ==&lt;br /&gt;
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Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighter, but they come with hefty amount of HP (3000 HP + 25% per upgrade). Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land so you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
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Shooting Raider requires lots of DPS so having multiple Laser Cannon interceptor is desirable. Some people like to have 4 Laser Cannons and only 2 Phoenix for this reason, but then you risk losing Satellites to Fighter attacks. That may be acceptable risk, it is ultimately player&#039;s decision to decide what to prioritize. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
&lt;br /&gt;
Fun fact: Raider (AL1) can appear even in first month of the game and it is possible to shoot it down with 4 Avalanche interceptors.&lt;br /&gt;
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== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
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At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
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== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
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Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
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Destroyers have Tier 5 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 25% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
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*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is 100% damage upgrade for Phoenix against Destroyers, as they will now be doing 50% of its original damage. Phoenix Cannons will benefit from upgrade vs other alien aircraft as well so if you have access to this upgrade, prioritize it. Upgraded Phoenix Cannons have much higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
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*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon is Tier 5 weapons and it pierces Destroyer armor doing full damage to it. It is twice as effective as Upgraded Phoenix Cannon vs Destroyers. For that reason you should highly prioritize researching and building at least one of these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. With 2 EMPs you will likely be able to shoot down even Destroyers regularly. Cover your continents with 1-2 of these asap.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
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From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will one-shot these Destroyers. They will eventually upgrade enough HP to survive, but with some help from other weapons they will be shot down.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your airforce ==&lt;br /&gt;
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During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
&lt;br /&gt;
== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
&lt;br /&gt;
Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
&lt;br /&gt;
*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
&lt;br /&gt;
*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
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*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. One good use is for example with low cool down weapons like Stingrays, let them shoot and retreat if they miss. Aim booster is available for use in Lead stance and it is very interesting one since it guarantees that your active aircraft will hit first its 2 shots. If you have Firestorm with Fusion Lance and really want to hit your target, this could be just the thing. Aim booster requires 12 Floater corpses, which is a ton, so you will not have many of these.&lt;br /&gt;
&lt;br /&gt;
Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
&lt;br /&gt;
Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
&lt;br /&gt;
== Handling upgraded alien UFOs ==&lt;br /&gt;
&lt;br /&gt;
To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
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* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T6 armor and even their guns to Double Plasma. T6 armor for the most part renders Phoenix Cannons ineffective, they are back to 25% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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&lt;br /&gt;
[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
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Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
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== Firestorms ==&lt;br /&gt;
&lt;br /&gt;
Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
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Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons.&lt;br /&gt;
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== Overseers ==&lt;br /&gt;
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Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 5 armor so combination of EMP cannons and Phoenix should suffice. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
&lt;br /&gt;
== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
&lt;br /&gt;
*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration and slightly longer fire rate. This is to stop them from blowing up large alien UFOs (balance). EMP Cannons do have a bit better armor penetration, but thanks to its raw damage (1600 Plasma vs 420 of EMP Cannon) Plasma is superior weapon. It will even deal about 25% more damage than EMP vs highly armored tier 6 Destroyer and will outperform it heavily against other targets. It is an excellent weapon against anything else we mentioned so far. Interestingly enough it is comparable to Upgraded Laser Cannons when attacking unarmored targets.&lt;br /&gt;
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*Fusion Lance is highest damaging weapon in the game with whooping 5000 damage and tier 6 penetration. To compensate it has lower accuracy and fire rate, but it is still the weapon that will 1-shot or 2-shot most UFOs. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
&lt;br /&gt;
== Large endgame UFOs ==&lt;br /&gt;
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There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk the fleet without at least 3 Fusion Lances. With 5 Fusion Lances you can pretty much 1-shot or 2-Shot any alien ship if you are up for fun. You can even stop Terror missions this way by killing Terror ship.&lt;br /&gt;
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*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have more HP. If you spot one, hit it with Plasma weapons, Laser Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
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== Word on Battleships ==&lt;br /&gt;
&lt;br /&gt;
Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
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[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
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*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=120863</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=120863"/>
		<updated>2025-02-09T17:52:01Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Upgrading your weapons (Laser and Phoenix Cannons) */&lt;/p&gt;
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[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts (2000 HP vs 400 HP). Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons, they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
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If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
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So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
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== First challenge - handling alien Fighter ==&lt;br /&gt;
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Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
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Fighter is still small UFO, so it starts with 600 HP only, but in May it will be probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need 2-4 of Stingray hits to hurt the Fighter. Ideally, you would want to have Phoenix Cannons before first Fighter, they should make the job more manageable. If not, with some luck 2-4 Stingray will do the trick. But don&#039;t be late with upgrades, aliens will upgrade UFOs.&lt;br /&gt;
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[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
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Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgrade Phoenix is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. Fusion is 65% upgrade over Plasma and will regularly one-shot AL1-AL9 fighters and occasionally even higher levels.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
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After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
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*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays. Phoenix are not as good as Lasers vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
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When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
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== Satellites ==&lt;br /&gt;
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Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
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== First medium UFOs - Raiders ==&lt;br /&gt;
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Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighter, but they come with hefty amount of HP (3000 HP + 25% per upgrade). Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land so you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
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Shooting Raider requires lots of DPS so having multiple Laser Cannon interceptor is desirable. Some people like to have 4 Laser Cannons and only 2 Phoenix for this reason, but then you risk losing Satellites to Fighter attacks. That may be acceptable risk, it is ultimately player&#039;s decision to decide what to prioritize. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
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== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
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At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
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== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
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Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
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Destroyers have Tier 5 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 25% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
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*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is 100% damage upgrade for Phoenix against Destroyers, as they will now be doing 50% of its original damage. Phoenix Cannons will benefit from upgrade vs other alien aircraft as well so if you have access to this upgrade, prioritize it. Upgraded Phoenix Cannons have much higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
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*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon is Tier 5 weapons and it pierces Destroyer armor doing full damage to it. It is twice as effective as Upgraded Phoenix Cannon vs Destroyers. For that reason you should highly prioritize researching and building at least one of these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. With 2 EMPs you will likely be able to shoot down even Destroyers regularly. Cover your continents with 1-2 of these asap.&lt;br /&gt;
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[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
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From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will one-shot these Destroyers. They will eventually upgrade enough HP to survive, but with some help from other weapons they will be shot down.&lt;br /&gt;
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== Upgrading your airforce ==&lt;br /&gt;
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During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
&lt;br /&gt;
== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
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Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
&lt;br /&gt;
*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
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*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
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*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. One good use is for example with low cool down weapons like Stingrays, let them shoot and retreat if they miss. Aim booster is available for use in Lead stance and it is very interesting one since it guarantees that your active aircraft will hit first its 2 shots. If you have Firestorm with Fusion Lance and really want to hit your target, this could be just the thing. Aim booster requires 12 Floater corpses, which is a ton, so you will not have many of these.&lt;br /&gt;
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Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
&lt;br /&gt;
Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
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== Handling upgraded alien UFOs ==&lt;br /&gt;
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To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
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* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T6 armor and even their guns to Double Plasma. T6 armor for the most part renders Phoenix Cannons ineffective, they are back to 25% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
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Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
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== Firestorms ==&lt;br /&gt;
&lt;br /&gt;
Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
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Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons.&lt;br /&gt;
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== Overseers ==&lt;br /&gt;
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Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 5 armor so combination of EMP cannons and Phoenix should suffice. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
&lt;br /&gt;
== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
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*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration and slightly longer fire rate. This is to stop them from blowing up large alien UFOs (balance). EMP Cannons do have a bit better armor penetration, but thanks to its raw damage (1600 Plasma vs 420 of EMP Cannon) Plasma is superior weapon. It will even deal about 25% more damage than EMP vs highly armored tier 6 Destroyer and will outperform it heavily against other targets. It is an excellent weapon against anything else we mentioned so far. Interestingly enough it is comparable to Upgraded Laser Cannons when attacking unarmored targets.&lt;br /&gt;
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*Fusion Lance is highest damaging weapon in the game with whooping 5000 damage and tier 6 penetration. To compensate it has lower accuracy and fire rate, but it is still the weapon that will 1-shot or 2-shot most UFOs. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
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== Large endgame UFOs ==&lt;br /&gt;
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There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk the fleet without at least 3 Fusion Lances. With 5 Fusion Lances you can pretty much 1-shot or 2-Shot any alien ship if you are up for fun. You can even stop Terror missions this way by killing Terror ship.&lt;br /&gt;
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*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have more HP. If you spot one, hit it with Plasma weapons, Laser Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
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== Word on Battleships ==&lt;br /&gt;
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Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
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[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
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*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=120862</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=120862"/>
		<updated>2025-02-09T17:50:23Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* First challenge - handling alien Fighter */&lt;/p&gt;
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&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;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts (2000 HP vs 400 HP). Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons, they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
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If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
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So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
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== First challenge - handling alien Fighter ==&lt;br /&gt;
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Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
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Fighter is still small UFO, so it starts with 600 HP only, but in May it will be probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need 2-4 of Stingray hits to hurt the Fighter. Ideally, you would want to have Phoenix Cannons before first Fighter, they should make the job more manageable. If not, with some luck 2-4 Stingray will do the trick. But don&#039;t be late with upgrades, aliens will upgrade UFOs.&lt;br /&gt;
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[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
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Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgrade Phoenix is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. Fusion is 65% upgrade over Plasma and will regularly one-shot AL1-AL9 fighters and occasionally even higher levels.&lt;br /&gt;
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== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
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After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
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*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays, but most importantly they fire much faster so RNG is reduced and you have more chance to retreat with less damage taken. Phoenix are not as good vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
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When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
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== Satellites ==&lt;br /&gt;
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Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
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== First medium UFOs - Raiders ==&lt;br /&gt;
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Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighter, but they come with hefty amount of HP (3000 HP + 25% per upgrade). Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land so you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
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Shooting Raider requires lots of DPS so having multiple Laser Cannon interceptor is desirable. Some people like to have 4 Laser Cannons and only 2 Phoenix for this reason, but then you risk losing Satellites to Fighter attacks. That may be acceptable risk, it is ultimately player&#039;s decision to decide what to prioritize. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
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== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
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At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
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== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
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Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
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Destroyers have Tier 5 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 25% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
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*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is 100% damage upgrade for Phoenix against Destroyers, as they will now be doing 50% of its original damage. Phoenix Cannons will benefit from upgrade vs other alien aircraft as well so if you have access to this upgrade, prioritize it. Upgraded Phoenix Cannons have much higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
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*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs.&lt;br /&gt;
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*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon is Tier 5 weapons and it pierces Destroyer armor doing full damage to it. It is twice as effective as Upgraded Phoenix Cannon vs Destroyers. For that reason you should highly prioritize researching and building at least one of these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. With 2 EMPs you will likely be able to shoot down even Destroyers regularly. Cover your continents with 1-2 of these asap.&lt;br /&gt;
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[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
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From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will one-shot these Destroyers. They will eventually upgrade enough HP to survive, but with some help from other weapons they will be shot down.&lt;br /&gt;
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== Upgrading your airforce ==&lt;br /&gt;
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During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
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== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
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Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
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*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
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*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
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*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. One good use is for example with low cool down weapons like Stingrays, let them shoot and retreat if they miss. Aim booster is available for use in Lead stance and it is very interesting one since it guarantees that your active aircraft will hit first its 2 shots. If you have Firestorm with Fusion Lance and really want to hit your target, this could be just the thing. Aim booster requires 12 Floater corpses, which is a ton, so you will not have many of these.&lt;br /&gt;
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Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
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Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
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== Handling upgraded alien UFOs ==&lt;br /&gt;
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To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
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* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T6 armor and even their guns to Double Plasma. T6 armor for the most part renders Phoenix Cannons ineffective, they are back to 25% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
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[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
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Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
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== Firestorms ==&lt;br /&gt;
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Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
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Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons.&lt;br /&gt;
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== Overseers ==&lt;br /&gt;
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Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 5 armor so combination of EMP cannons and Phoenix should suffice. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
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== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
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*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration and slightly longer fire rate. This is to stop them from blowing up large alien UFOs (balance). EMP Cannons do have a bit better armor penetration, but thanks to its raw damage (1600 Plasma vs 420 of EMP Cannon) Plasma is superior weapon. It will even deal about 25% more damage than EMP vs highly armored tier 6 Destroyer and will outperform it heavily against other targets. It is an excellent weapon against anything else we mentioned so far. Interestingly enough it is comparable to Upgraded Laser Cannons when attacking unarmored targets.&lt;br /&gt;
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*Fusion Lance is highest damaging weapon in the game with whooping 5000 damage and tier 6 penetration. To compensate it has lower accuracy and fire rate, but it is still the weapon that will 1-shot or 2-shot most UFOs. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
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== Large endgame UFOs ==&lt;br /&gt;
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There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk the fleet without at least 3 Fusion Lances. With 5 Fusion Lances you can pretty much 1-shot or 2-Shot any alien ship if you are up for fun. You can even stop Terror missions this way by killing Terror ship.&lt;br /&gt;
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*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have more HP. If you spot one, hit it with Plasma weapons, Laser Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
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== Word on Battleships ==&lt;br /&gt;
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Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
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[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
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== Collection of useful tips ==&lt;br /&gt;
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*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
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*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=120861</id>
		<title>Air Combat Guide (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_Guide_(LWR)&amp;diff=120861"/>
		<updated>2025-02-09T17:48:17Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Understanding starting weapons (Avalanche vs Stingray) */&lt;/p&gt;
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&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;
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Air combat was always difficult, unclear and even unenjoyable part of the game for some Long War players. To fix these issues, LWR has changed air combat significantly and with enough knowledge and experience player can implement different strategies, beat dreaded RNG and enjoy success. The goal of this guide is to introduce and explain how to deal with air game and air combat in LWR and turn this part of the game into enjoyable experience.&lt;br /&gt;
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== Starting steps ==&lt;br /&gt;
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First priority of XCOM and player is to take the control of its starting continent and build enough interceptors to control airspace. XCOM starts with 3 interceptors, unless you choose one of starting bonuses that grants extra interceptors. Interceptors are expensive and take long time to build so it is advisable to start building 4th one already early in March.  By the end end of the March you should usually start building 5th interceptor, and in the April 6th one. With that done, XCOM will have fully protected starting continent during second month in the game. Money to build air force should not be issue as XCOM has very few things to build in the beginning. If played well you will never lose these starting interceptors and they will turn out to be excellent long term investment. You can already have fleet below in the first month even on highest difficulty.&lt;br /&gt;
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[[File:interceptors.png|900px|center]]&lt;br /&gt;
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== Fighting first UFOs ==&lt;br /&gt;
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Your starting interceptors will by default be armed with Avalanche missiles, which are excellent choice for first two months of the game. First UFOs that alien will be sending are light Scout class ships, that XCOM can shoot down and generate UFO tactical missions on the ground. It is important to shoot down these Scouts as they are vital source of the materials needed to build items and research technology. You can (usually) expect 2 Scouts during March and 2 more during April so be prepared to have your interceptors ready for fight. &lt;br /&gt;
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Unlike in vanilla game, in LWR player can send multiple interceptors to attack UFOs at the same time. Exact numbers depend on pilot&#039;s rank, and at the start that would be two. By sending two interceptors at default Mid stance, you will likely be able to crash first Scout quickly. The game has certain dose of RNG built into combat, so if unlucky, you may fail. In that case you can send new interceptors to fight UFO and finish the job. For that reason it is important to build extra interceptors early to make sure that first alien Scouts will be shot down. It is ok to fail to kill UFOs occasionally, but repeated failures will likely lead to resource starvation and may lead to losing the game.&lt;br /&gt;
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After fights your interceptors may be damaged, in which case they will slowly be repaired on its own. But in case of heavy damage, which would be usually more than 10 days of repair time, you should probably repair them manually by investing extra money. Doing this will cut down repair time by half. This is important to make sure that your interceptors are ready to fight if aliens send new UFOs. Damaged interceptors can fight, but are at disadvantage. Still, if you have to send them damaged to guarantee kills, its probably worth it.&lt;br /&gt;
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This is all you need to know for first two months of the game which is at least couple of hours of playing time.&lt;br /&gt;
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== Understanding aircrafts stats ==&lt;br /&gt;
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Armor and HP - both XCOM aircrafts and alien UFOS have hit points (HP) and armor (or lack one). Notably, both XCOM interceptors and Scouts are unarmored, but interceptors starts with much more hit points than Scouts (2000 HP vs 400 HP). Aliens will be upgrading their aircraft each alien level so fights will become tougher. XCOM has also access to upgrades, but these are not so easily acquired. Armor is very important as it reduces damage received significantly - more on that later. HP represents health and if aircraft loses all its HP it will be destroyed. Repair time also depends on amount of damage taken.&lt;br /&gt;
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Weapons - both XCOM and aliens have different kind of weapons. For the most part aliens keep the same weapons, they eventually do upgrades, while XCOM has quite a few choices during the game. Knowing which weapon to use against specific alien UFO will make big difference and it is essential to winning air game.&lt;br /&gt;
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Speed - notably influences duration of fights, which is important since that is the time you have to shoot down the UFO, before it escapes. You usually have chance to send at least another batch of interceptors to shoot down UFO if first one fails. Alien Scouts and Fighters are small UFOs and have higher speed than rest of larger alien aircrafts. They are harder to hit and you have less time before they escape, but they are at the same time more fragile.&lt;br /&gt;
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== Understanding starting weapons (Avalanche vs Stingray) ==&lt;br /&gt;
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If you compare Avalanche Missiles to Stingray Missiles, you can notice that Avalanche deals 80 DPS against Stingray 65 DPS in current patch. Numbers may change, but notice that Stingray has Tier 2 armor penetration, while Avalanche has none. The way damage is calculated in air combat that means that first armored UFO - Fighter with Tier 3 armor, will resist 75% of Avalanche damage, but only 25% of Stingray damage. That is serious cutoff of Avalanche damage and they are very ineffective against armored UFOs. UFO Scouts are always Unarmored.&lt;br /&gt;
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So when fighting Scouts, best choice of weapons is Avalanche, while Stingray is a bit weaker. The best course of action is to use Avalanche weapons during AL1 and AL2. On AL3 you can expect first Fighters to appear and at that point is advisable to use several Stingray interceptors (3-4 should be ok), or use better Phoenix weapons. Phoenix weapons have armor penetration properties as Stingray, but higher overall DPS.&lt;br /&gt;
&lt;br /&gt;
== First challenge - handling alien Fighter ==&lt;br /&gt;
&lt;br /&gt;
Usually, during May you may expect aliens to send their first armored Fighter, easily recognized as threating flashing UFO on the globe map. Fighter flying high will try to shoot down your Satellite, while the one flying low will bomb your population increasing panic. It is imperative to try to damage or kill high flying Fighter, since losing a Satellite is quite a setback. It is not a game over, just keep always one Satellite as backup for worst cases and redeploy it if needed. Low flying Fighter will increase panic somewhat in your countries, but this one is much more easily ignored. If you are not ready, you can just not engage against it and eat the panic increase.&lt;br /&gt;
&lt;br /&gt;
Fighter is still small UFO, so it starts with 600 HP only, but in May it will be probably be upgraded, so it will have double or triple starting HP. The tough part is that Fighter has T3 armor. For every level of &#039;&#039;tier&#039;&#039; difference between weapon and armor damage will be reduced by 25%. &lt;br /&gt;
*This means that Avalanche Missiles will do only 25% of its original damage. This makes them highly ineffective - they will deal only about 10-15% damage of Fighter HP on average during whole engagement. &lt;br /&gt;
*Stringrays are T2 level, meaning they will deal 75% of their damage. That is respectable amount, and depending on damage randomization and Fighter level you may need 2-4 of Stingray hits to hurt the Fighter. The issue is that Stingray has long cooldown and low accuracy, so Fighters will remain serious threat and are likely to escape from fights. Two Stingrays will not destroy Fighter, they will struggle to hurt it to 50%. So ideally you would want to have 3-4, but then you may have trouble shooting down the Scouts. Ideally, you would want to have Phoenix Cannons before first Fighter, they should make the job more manageable. If not, with some luck 2-4 Stingray might do the trick. But don&#039;t be late with upgrades, aliens will upgrade UFOs.&lt;br /&gt;
&lt;br /&gt;
[[File:fightergraph2.png|600px|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
Few observation from graph: Stingray is 3x better than Avalanche. Phoenix is 30% upgrade on Stingray. Upgrade Phoenix is again 30% upgrade on Phoenix. Laser Cannon is worse than Stingray, but Upgraded Laser Cannon (Pulse tier) is super good and almost equal to Upgraded Phoenix Cannon. EMP Cannon is 35% upgrade on Upgraded Phoenix and Plasma is 50% better than EMP. Fusion is 65% upgrade over Plasma and will regularly one-shot AL1-AL9 fighters and occasionally even higher levels.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your weapons (Laser and Phoenix Cannons)==&lt;br /&gt;
&lt;br /&gt;
After first Fighter fight you will probably be attacked by more Scouts, that now have more HP, and you will feel the difficulty in shooting them down. Time to upgrade your weapons. If you do upgrade them earlier before Fighter, even better.&lt;br /&gt;
&lt;br /&gt;
*Laser Cannons are more expensive, but they are extremely efficient at killing Scouts. Two Laser Cannons will on average shoot down Scout up to AL5 on their own, and by that point you can send in some extra help and job will be done. Unfortunately, they still heavily struggle vs Fighters and they just can&#039;t do the damage. Send them if you really must, but best to keep them grounded in this case. Killing Scouts (and Raiders are soon to come) is vital, so every air force should have a few of these.&lt;br /&gt;
*Phoenix Cannons are Stingray upgrade, with T2 penetration and improved damage they are often able to hurt Fighter up to 50% health. If you have 4 Phoenix interceptors, you may shoot it down and will pretty much guarantee hurting it to at least 50%. They are roughly 30% damage upgrade over Stingrays, but most importantly they fire much faster so RNG is reduced and you have more chance to retreat with less damage taken. Phoenix are not as good vs Scouts, but they do decent job. Sending them together with some Laser Cannon interceptors to fight, makes much more sense, than sending Laser Cannons to fight Fighters.&lt;br /&gt;
&lt;br /&gt;
When all this is taken into account, it is probably wise to have good mix of Laser and Phoenix Cannons, perhaps 3 of each. You can experiment, there are positives and negatives when leaning to either side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Satellites ==&lt;br /&gt;
&lt;br /&gt;
Once you are able to protect your sky it is good idea to cover whole continent to get continent bonus and extra money. You likely want your weapons upgraded before doing this. Always try to keep 1 extra satellite ready, in case alien Fighter shoot down one. Your air force with Laser and Phoenix cannons will be able to keep them safe for time being.&lt;br /&gt;
To be able to launch extra satellites you need to build Satellite Uplinks or Nexuses in base layout. Nexus is more expensive, but supports adding 1 extra satellite, which you may or may not  want, depending on your expansion plans. It is good to have more capacity, to be able to do later Alien Base Assault (ABA), so if in doubt just build Satellite Nexus next to your existing Satellite Uplink.&lt;br /&gt;
&lt;br /&gt;
== First medium UFOs - Raiders ==&lt;br /&gt;
&lt;br /&gt;
Raiders are not very scary to deal with. Their offensive power is that of Scouts and Fighter, but they come with hefty amount of HP (3000 HP + 25% per upgrade). Luckily they are unarmored UFO. If you see medium UFO and it is not flashing - you are dealing with Raider. If Raider is flying (NOE) - nap of earth - it will land so you don&#039;t have to engage it with interceptors. Let it land and do the mission, success will net you large amount of resources. If Raider is flying low, then by all means try to shoot it down to generate tactical mission.&lt;br /&gt;
&lt;br /&gt;
Shooting Raider requires lots of DPS so having multiple Laser Cannon interceptor is desirable. Some people like to have 4 Laser Cannons and only 2 Phoenix for this reason, but then you risk losing Satellites to Fighter attacks. That may be acceptable risk, it is ultimately player&#039;s decision to decide what to prioritize. Combination of Laser and Phoenix can shoot down Raiders as well, medium UFOs are slower so you will have some extra time.&lt;br /&gt;
&lt;br /&gt;
== Expanding to second continent - doing Alien Base Assault (ABA) ==&lt;br /&gt;
&lt;br /&gt;
At some point, when you are stable at your game on all fronts, you will want to expand to second continent. For that you need to build up Satellite capacity, so build extra Nexus or Uplink and you should also order new interceptors and weapons for them. This is generally done in second half of the year, perhaps August - September, but it is up to you to decide. At some point it is advisable to do Alien Base Assault (ABA), in which case you have to launch Satellite over the country aliens have taken over. Since you will have that Satellite, you may want to protect it with Interceptors and cover that continent fully for the bonus. That is one way to deal with expansion, but if you just want to do ABA and have no plans to cover the continent, after activating the mission, dismantle the Satellite. Otherwise aliens will destroy it quickly causing larger panic increase in the country.&lt;br /&gt;
Once you decide on continent, you can transfer your planes to other continent, and shortly accept that you have 3-4 per continent. This is risky of course. In any case build up new interceptors and weapons for them to fully populate both continents as soon as possible.&lt;br /&gt;
Expanding to 3rd continent is also possible, although generally you don&#039;t have to do that to win the game. It is significant investment, so probably best to just hold two.&lt;br /&gt;
&lt;br /&gt;
== Handling Destroyers - using advanced air weapons ==&lt;br /&gt;
&lt;br /&gt;
Usually during AL5, near the end of the year, aliens will start sending Destroyers. These are medium flashing UFOs, highly resistant to damage, fatter than Fighters. Fighters at this point are upgraded and already hard to deal with, so when Destroyers come, it is probably that you may not be able to damage them more than 50%. Luckily their weapons are not super strong when they appear, but at AL7 they will be getting massive upgrades.&lt;br /&gt;
&lt;br /&gt;
Destroyers have Tier 5 armor so Laser Cannons will be dealing 5% of its damage only. Phoenix is Tier 2 weapons and it will be dealing only 25% of the damage to fighters. You will have experienced pilots with improved accuracy by this point, as well as some interceptor upgrades, so with some luck and 4 Phoenix Cannons you may have chance to save your Satellite. Luckily, destroyers are rare, so even if you have to lose Satellite, it should no be end of the world. If the destroyer is flying &amp;quot;low&amp;quot; and bombing populace, you are &amp;quot;lucky&amp;quot;, so just leave it be until you upgrade your weapons. &amp;quot;High&amp;quot; flying one try to damage to save your Satellite.&lt;br /&gt;
&lt;br /&gt;
*Upgraded Phoenix Cannon (Gauss tier) - If you went on with &amp;quot;classic&amp;quot; research path, Thinmen Autopsy to Gauss weapons, you may have Phoenix Coilguns upgrade, which upgrades Phoenix Cannons to Tier 3 armor penetration. This is 100% damage upgrade for Phoenix against Destroyers, as they will now be doing 50% of its original damage. Phoenix Cannons will benefit from upgrade vs other alien aircraft as well so if you have access to this upgrade, prioritize it. Upgraded Phoenix Cannons have much higher chance to damage Destroyers and make them fail their mission.&lt;br /&gt;
&lt;br /&gt;
*Upgraded Laser Cannons (Pulse tier) - These are harder to research, after ABA is done, and it is more Elerium heavy research path, Laser Cannons are upgraded by researching &#039;&#039;Supercapacitors&#039;&#039;. Despite huge dps increase, these are still No Penetration weapons so they just tickle Destroyers. Don&#039;t use them vs Destroyers. Pulse tier Laser Cannons are excellent against Raiders and UFOs and it is advisable to have at least couple of them to handle these type of UFOs.&lt;br /&gt;
&lt;br /&gt;
*EMP Cannon - Now we are talking, these are Destroyer counters! EMP Cannon is Tier 5 weapons and it pierces Destroyer armor doing full damage to it. It is twice as effective as Upgraded Phoenix Cannon vs Destroyers. For that reason you should highly prioritize researching and building at least one of these weapons. You may replace Phoenix Cannon interceptor with EMP Cannon, unless you have more than 3 Laser Cannons, in which case you are probably better to replace Laser. One EMP Cannon can not handle Destroyer on its own, but with some Phoenix help, you should be able to get it to 50%. With 2 EMPs you will likely be able to shoot down even Destroyers regularly. Cover your continents with 1-2 of these asap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:destroyergraphal6.png|600px|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
From graph it can be seen that only Upgraded Phoenix Cannon has decent enough DPS to hurt Destroyers. Using lower weapons is last resort. EMP is first real weapon vs them, and Plasma is good upgrade. Fusion is great and will one-shot these Destroyers. They will eventually upgrade enough HP to survive, but with some help from other weapons they will be shot down.&lt;br /&gt;
&lt;br /&gt;
== Upgrading your airforce ==&lt;br /&gt;
&lt;br /&gt;
During mid game there are a number of very strong Foundry project upgrades to Interceptors and Firestorm. You should treat them with priority, possibly quick research some of them. There are things there like extra 30% HP to your aircraft, 30% faster fire rate, more aim, dodge etc. Check the  [https://www.ufopaedia.org/index.php?title=Engineering_(LWR)#Aerospace_Improvements Aerospace Improvements] and make sure not to sell required resources as they often require specific alien materials to be researched.&lt;br /&gt;
&lt;br /&gt;
== Combat stances, Boosters and Active aircraft ==&lt;br /&gt;
&lt;br /&gt;
Another important way to fight efficiently is the proper use of combat stances and combat boosters. In mid game you will have access to Aim, Dodge and Tracking booster, while combat stances (Read, Mid, Lead) can be used from the beginning of the game. Boosters become available during middle game and are cheap money wise, but require alien corpses to be built. This makes them a limited resource. Build Boosters, but try to use them smartly, they are not meant to be spammed.&lt;br /&gt;
&lt;br /&gt;
*Mid stance and Tracking booster - Mid stance is default one and neither XCOM or alien gets bonuses so it is default choice. You will likely use this stance for first part of the game. Tracking booster comes a bit later and it will give you extra time to shoot down the UFO if you need it. Build a few, keep them for when you need to finish of important target. Tracking booster can be used only when active aircraft is in mid stance. &lt;br /&gt;
&lt;br /&gt;
*Rear stance - This stance is used a lot in mid and late game. Your aim is reduced by 10, which is significant (cca 30%) reduction, but so is the aim of alien UFOs. Since XCOM can field multiple interceptors you may have enough dps and overwhelm UFOs while risking little in Rear stance. Experienced pilots will help reduce impact of aim loss as will aim Foundry upgrade. Dodge booster is available for use in Rear stance. Use it when you fight tough UFOs like Destroyer and Overseer to minimize damage received.&lt;br /&gt;
&lt;br /&gt;
*Lead stance - This stance grants you 10 aim, but in return aliens get 50% chance to hit your interceptors. This is something that you in general want to avoid using, unless you have to guarantee to shoot down UFO. If you keep sending interceptors on lead you can expect hefty repair bills. One good use is for example with low cool down weapons like Stingrays, let them shoot and retreat if they miss. Aim booster is available for use in Lead stance and it is very interesting one since it guarantees that your active aircraft will hit first its 2 shots. If you have Firestorm with Fusion Lance and really want to hit your target, this could be just the thing. Aim booster requires 12 Floater corpses, which is a ton, so you will not have many of these.&lt;br /&gt;
&lt;br /&gt;
Remember, Boosters are working only on your &#039;&#039;active&#039;&#039; aircraft, NOT on all the aircraft in the fight.&lt;br /&gt;
&lt;br /&gt;
Concept of [https://www.ufopaedia.org/index.php?title=Air_Combat_(LWR)#The_Active_Aircraft Active aircraft] is a bit of advanced topic. If you send all aircraft on same stance then active aircraft will be randomly chosen. This naturally means that you can then manipulate system to choose your active aircraft, by giving one of your interceptors more advanced stance. For example, you may put Firestorm Mid to tank, while other Interceptors are in Rear. If you plan to use certain type of Boosters, then you should use stances in such a way that active aircraft supports the use of the Booster you want.&lt;br /&gt;
&lt;br /&gt;
== Handling upgraded alien UFOs ==&lt;br /&gt;
&lt;br /&gt;
To keep your aircraft healthy you should utilize your weapons properly and keep killing UFOs in efficient manner.&lt;br /&gt;
&lt;br /&gt;
* Scouts will upgrade their HP slowly - they are easiest target so if you upgrade your weapons you will not have issues. Lasers are super effective vs them so rely on them mostly.&lt;br /&gt;
* Fighters - they will remain a threat, at AL6 they double their firepower and they keep getting more HP. Good thing is that Upgraded Phoenix and even Lasers (Pulse tier) deal well with them. EMP Cannons pierce their armor and can crit against them so they should not be issue.&lt;br /&gt;
* Raiders - they will not upgrade their weapon, but HP pool is going to be rather large. Upgraded Laser Cannons are the best choice, but even EMPs and Upgraded Pheonix Cannons will add a lot of damage since these weapons will be scoring critical hits against unarmored target.&lt;br /&gt;
* Destroyers - these become even harder to deal with. At AL7 they will upgrade everything, HP, T6 armor and even their guns to Double Plasma. T6 armor for the most part renders Phoenix Cannons ineffective, they are back to 25% of their damage. Here you really want to have 2 EMP Cannons per continent to handle Destroyers, and Phoenix can help just a bit to turn the tide. Double Plasma is serious T4 penetration, 1 sec cooldown weapon, and Destroyer will be hitting critical hits often (40% chance). Be prepared to retreat your interceptors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:destroyergraphal7p.png|600px|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
Upgraded destroyers are so armored that most starting weapons do minimal 5% damage against them. Graph shows that Phoenix becomes obsolete at this point and endgame weapons are pretty much necessary.&lt;br /&gt;
&lt;br /&gt;
== Firestorms ==&lt;br /&gt;
&lt;br /&gt;
Near the end of the year and before some of the endgame air weapons you will unlock Firestorms. Firestorms represent the best XCOM has to offer, tier 4 armored aircraft with 50% more HP. They do cost more, including 4 UFO Flight Computers, and maintenance cost is 2$ daily  (double that of interceptors) so massing them is a bit of challenge. Luckily, you don&#039;t need to field many Firestorms, one per continent will probably be enough, but if you can get couple more they will help a lot. Firestorm can tank UFOs fire much better than Interceptors. They receive only half the damage from Single Plasma weapons that are used by everything mentioned so far, except Destroyers which field Double Plasma. Double Plasma will pierce Firestorm armors, but it can&#039;t critically hit it, and thanks to higher HP, Firestorm can handle some amount of fire before retreating. Upgraded Fighters are also a bit of threat, but not as much.&lt;br /&gt;
&lt;br /&gt;
Firestorms are well used as active aircraft to tank more of alien fire. They are also the only aircraft capable of arming Fusion weapons.&lt;br /&gt;
&lt;br /&gt;
== Overseers ==&lt;br /&gt;
&lt;br /&gt;
Alien Overseer is late game medium ship that will start appearing once you build Hyperwave Relay. They are easily recognized by purple contours on globe. These ships always field Ethereals and Sectopods and are well protected. They are focused on offensive with a bit stronger weapon than Destroyers! Best to attack them when you have at least one Firestorm to avoid losing ships, although you can take them down with regular interceptors. They have tier 5 armor so combination of EMP cannons and Phoenix should suffice. They will keep appearing so you don&#039;t have to attack an Overseer until you are ready. And then you can keep shooting them down and do the missions as they are good source of resources even if the missions are a bit hard.&lt;br /&gt;
Unlike Destroyers, Overseer do not scale hard and they just only slightly increase their HP.&lt;br /&gt;
&lt;br /&gt;
== Endgame weapons (Plasma Cannon and Fusion Lance)  ==&lt;br /&gt;
&lt;br /&gt;
*Plasma Cannon is true endgame weapon that you can field on multiple Interceptors or Firestorms. It is designed with huge DPS, but tier 4 penetration and slightly longer fire rate. This is to stop them from blowing up large alien UFOs (balance). EMP Cannons do have a bit better armor penetration, but thanks to its raw damage (1600 Plasma vs 420 of EMP Cannon) Plasma is superior weapon. It will even deal about 25% more damage than EMP vs highly armored tier 6 Destroyer and will outperform it heavily against other targets. It is an excellent weapon against anything else we mentioned so far. Interestingly enough it is comparable to Upgraded Laser Cannons when attacking unarmored targets.&lt;br /&gt;
&lt;br /&gt;
*Fusion Lance is highest damaging weapon in the game with whooping 5000 damage and tier 6 penetration. To compensate it has lower accuracy and fire rate, but it is still the weapon that will 1-shot or 2-shot most UFOs. Restriction is that it can only be armed on Firestorms and it requires Fusion Cores to be built. Fusion Cores are very rare resource - you can get one from council Gangplank mission, and one from ABA mission. And likely you want to build 2 MEC-3 suits and Blaster Launcher (Fusion rocket launcher) so you already require 3 there. Extra Fusion Cores can be gotten from raiding landed Assault Ships, which will rarely appear during 2031 year in the game. If you play long enough you can equip several Firestorms with Fusion Lances, but that is not necessary to win the game.&lt;br /&gt;
&lt;br /&gt;
== Large endgame UFOs ==&lt;br /&gt;
&lt;br /&gt;
There are several large UFOs, like Abductors, Battleships, Terror Ships and they are all heavily armored and have huge amount of hit points. As such they are not worth the effort of shooting them down, but it is possible if you employ Fusion Lances. Some are bit easier to take down then others, you may check stat for details, but in any case it is unwise to risk the fleet without at least 3 Fusion Lances. With 5 Fusion Lances you can pretty much 1-shot or 2-Shot any alien ship if you are up for fun. You can even stop Terror missions this way by killing Terror ship.&lt;br /&gt;
&lt;br /&gt;
*Harvesters - There is one exception and that is unarmored large Harvester ship. Offensively it is equivalent to Destroyer but it will have more HP. If you spot one, hit it with Plasma weapons, Laser Cannons and Fusion if you have those and it should drop, do the mission and enjoy the resources.&lt;br /&gt;
&lt;br /&gt;
== Word on Battleships ==&lt;br /&gt;
&lt;br /&gt;
Lategame, depending on alien level and resources (had them appear in January 2031), aliens will start sending very large flashing UFOs. These are Battleships and you pretty much can do nothing against them. The best you can do is research Stealth Satellites Foundry technology which will give your Satellites 50% chance to remain hidden. If Battleship shoots down the Satellite take the loss and launch a new one. Same goes for Battleship bombing runs. If you ever build fleet of Fusion Lances you may try to shoot down this bad boy. Battleships are armed with Fusion Lances and they shoot it with 2 sec cooldown, unlike XCOM version, which fields 8 sec one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:battleship_shot.png|600px|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== Collection of useful tips ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pilots&#039;&#039;&#039; get 0.5 aim per kill, which may seem little, but they do get to 10-20 kills eventually which is significant aim bonus. Weapons have aim in range of 20-45, or less if you use Rear stance so this bonus is significant dps increase. Keep your pilots alive, don&#039;t risk losing Interceptors. Rank also allows them to field and lead more than 2 interceptors simultaneously against UFOs. Each plane in fight will get +1 kill and aim bonus.&lt;br /&gt;
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*&#039;&#039;&#039;Combat patrols&#039;&#039;&#039; should be used to stop countries from surrendering when panic &amp;gt; 80%. Cost increases with alien level and with every usage, but also decreases every new month. So in first months, while cost is still low, you may use combat patrol to manage panic even at lower levels. Do not go overboard with it.&lt;br /&gt;
&lt;br /&gt;
*If you are still having trouble with air game, try picking one of starting bonuses that boost air game. There are several and they are impactful.&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=120808</id>
		<title>UFOs (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=120808"/>
		<updated>2025-02-04T08:34:18Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Overseer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFOs&#039;&#039;&#039; come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;&#039;UFO Analysis&#039;&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your interceptors will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once! It will also grant significantly increased resource yields from downed and destroyed UFOs.&lt;br /&gt;
&lt;br /&gt;
UFOs that are destroyed in the air will cause the council to give a small credit bounty to XCOM.&lt;br /&gt;
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== Detecting UFOs ==&lt;br /&gt;
&lt;br /&gt;
Each satellite in a country will detect all UFOs that enter that country. &lt;br /&gt;
&lt;br /&gt;
UFOs above countries without satellite coverage can still be detected by XCOM aircraft positioned in the continent which contains that country. The chance of an aircraft detecting a UFO in a country without a satellite is 7% per aircraft (can be increased to 14% per aircraft with the UFO Tracking foundry project). With a maximum of 6 aircraft per continent this chance maxes out at 42% (or 84% with UFO Tracking).&lt;br /&gt;
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== UFO Equipment ==&lt;br /&gt;
&lt;br /&gt;
Crashed UFOs will have some their equipment damaged. This is represented by a flat black scar left where the equipment used to be. As well, explosives and other environmental damage can destroy UFO equipment that was not damaged in the crash. Landed UFOs will start the mission with all their UFO equipment intact, but it can still be damaged during the tactical battle.&lt;br /&gt;
&lt;br /&gt;
The chance for each artifact to remain intact is 0-50%:&lt;br /&gt;
*Power Cylinder: 0%&lt;br /&gt;
*Stasis Capsule: 30%&lt;br /&gt;
*Alien Surgery: 30%&lt;br /&gt;
*UFO Computer: 50%&lt;br /&gt;
*Alien Food and Entertainment: 50%&lt;br /&gt;
 If the UFO is shot down and the final hit was from an EMP Cannon, all chances for artifacts to remain intact are additively increased by 40% (to 40-90%).&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;Power Cylinder&#039;&#039;&#039; on a UFO contains 4-6 &#039;&#039;&#039;UFO Power Sources&#039;&#039;&#039;. So you may acquire up to 6 from a Scout and up to 24 from a Battleship. All other UFO equipment is acquired on a 1:1 basis from what you see on the tactical map. &#039;&#039;&#039;Damaged Power Cylinders&#039;&#039;&#039; will yield 1-2 &#039;&#039;&#039;UFO Power Sources&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;Power Cylinder&#039;&#039;&#039; yields &#039;&#039;&#039;75 elerium&#039;&#039;&#039; and each &#039;&#039;&#039;Damaged Power Cylinder&#039;&#039;&#039; yields &#039;&#039;&#039;15 elerium&#039;&#039;&#039; (both modified by difficulty and campaign length).&lt;br /&gt;
&lt;br /&gt;
[[File:UFOPowerSourceCylinder.png]]&lt;br /&gt;
&lt;br /&gt;
==Small UFOs==&lt;br /&gt;
===Scout===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:146px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (400 + 100%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Unarmored&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4-6x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Recon, Research, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 5-9, +2 aliens per difficulty above Easy, a command pod of 2 outsiders (before May) / 3 outsiders (after April)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troop Level Boost&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These will likely be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmored and lightly armed, but fast moving, meaning that the interception window is smaller. Although they give less in terms of alloys and elerium, they offer a great opportunity to train up rookie soldiers and get alien captures. The scouts gain a lot of health each alien level up so they can become quite durable in the later game.&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:146px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 6):&#039;&#039;&#039; Moderate (2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (700 + 50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: Will never land or be shot down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and can be recognized by a purple strobe emanating from their blip. They have much less health but are armored. This makes &#039;&#039;Stingray Missiles&#039;&#039; the optimal choice in the early months. A Fighter in high orbit will be targeting your satellites, so aggressively engage it with [[Air Combat (LWR)#Aircraft Weapons|Stingrays]] or [[Air Combat (LWR)#Aircraft Weapons|Phoenix Cannons]] if you can, to destroy it or at least damage it enough to dissuade it from completing its mission (50% damage will prevent a [[Alien_Missions_(LWR)#Hunt|hunt mission]] from succeeding).&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be destroyed for alien materials to be salvaged by the military forces of the affected country, resulting in an award to XCOM, too.&lt;br /&gt;
&lt;br /&gt;
Like the scouts, fighters gain a lot of health each alien level up so they can become quite durable in the later game.&lt;br /&gt;
&lt;br /&gt;
==Medium UFOs==&lt;br /&gt;
===Raider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 11):&#039;&#039;&#039;  Moderate (2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (3000 + 30%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Unarmored&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 35&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 8-12x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Recon, Research, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 7-12, +2 aliens per difficulty above Easy, +1 command pod of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs start appearing regularly at AL3. Tougher than the Scout, the Raider serves a similar purpose. With a larger chassis, several interceptors are required to reliably bring one down, though a Raider is slow enough in the air that it will stick around longer. Both [[Air Combat (LWR)#Aircraft Weapons|Avalanche]] and [[Air Combat (LWR)#Aircraft Weapons|Stingray]] Missiles work effectively against this UFO, though Stingrays are more variable and deal less damage. Raiders are a good way to gather Alloys and Elerium.&lt;br /&gt;
&lt;br /&gt;
Medium UFOs will have onboard aliens that are 1 level higher than the player normally encounters. As well, alien leaders will be 1 level higher than normal, at least. Expect more difficult aliens on these missions. This is reflected in the UFO description in geoscape saying, e.g., &#039;Raider - Level 1(2)&#039; if the alien level is 1 and the boost to alien soldiers and leaders brings them to level 2. If the [[Alien_Life_Forms_(LWR)#Leaders_and_Leader_Levels|leaders]] are additionally boosted on top of that, a plus sign appears in the description.&lt;br /&gt;
&lt;br /&gt;
===Destroyer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 7):&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1200 +50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability Upgrade (Level 7)&#039;&#039;&#039;: Moderate (1500 +50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Upgrade (Level 7)&#039;&#039;&#039;: Tier 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 35&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: Will never land or be shot down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared interceptors. Usually appearing in the mid-game, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is armored, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or EMP Cannon should be used if available. Interceptor Upgrade Projects are useful to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be destroyed for alien materials to be salvaged by the military forces of the affected country, resulting in an award to XCOM, too.&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (2000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Infiltrate, Retaliate, Command Overwatch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 28 (7 pods - Ethereal pod, Sectoid Commander pod, Outsider pod, Heavy Floater pod, Muton Elite pod, Sectopod pod, Cyberdisc pod)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Overseer is offensively very dangerous UFO, even surpassing firepower of upgraded Destroyers. Its weakness is lower durability, matching the ones of Fighter UFOs at Alien Levels this UFO starts to appear.&lt;br /&gt;
Firestorms are recommended due to the high damage output of Overseer.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. &lt;br /&gt;
&lt;br /&gt;
Overseers never land and cannot be destroyed in air combat (they will always be shot down instead).&lt;br /&gt;
&lt;br /&gt;
==Large UFOs==&lt;br /&gt;
===Abductor===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (3000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 8-12x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Research, Abduction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 9-15, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country. They can be difficult to take down due to their short flight path, high speed, and extremely high armor.&lt;br /&gt;
&lt;br /&gt;
They will not go after satellites or go on [[Alien Missions (LWR)#Bomb|bombing runs]] over cities. Abductors are almost exclusively used for either Abduction or Research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
===Harvester===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (4000 + 30%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Unarmored&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 8-12x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 3x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Recon, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 8-14, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly and be very difficult to take down. You&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain a lot resources, as well as disrupt alien research, slowing down alien level ups.&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (8000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Tier 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers, 8x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Harvest, Infiltrate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 9-16, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 6-7 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This UFO is a tough ship to take down due to strong armor. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, even more so than assaulting Harvesters, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
===Terror Ship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (10000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Tier 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Research, Terrorize&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-17, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 6-7 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If they don&#039;t land, they give advance warning on the location of terror missions, since they do a fly around the target country before the bulk of the alien forces are inserted via an [[UFOs (LWR)#Assault Carrier|Assault Carrier]]. Terror Ships that land, on the other hand, are doing [[Alien Missions (LWR)#Research|Research]] missions, and can be assaulted for their valuable rewards.&lt;br /&gt;
&lt;br /&gt;
==Very Large UFOs==&lt;br /&gt;
===Battleship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Extremely High (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (20000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Recon, Hunt, Bomb, Infiltrate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-18, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 7-8 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored and packed to the teeth with weaponry. They sometimes spawn as lead guards for Terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max Foundry upgrades and modules. Once you&#039;ve downed one, you can use the [[Alien Artifacts (LWR)#Alien devices|Fusion Cores]] to build [[Air Combat (LWR)#Interceptor Weapons|Fusion Lances]] to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down Battleships.&lt;br /&gt;
&lt;br /&gt;
The aliens on these ships are high level and will have some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
===Assault Carrier===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 11):&#039;&#039;&#039; Very High (2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (20000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Terrorize, Retaliate, Research&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-18, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 7-8 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has much less firepower but more durability.&lt;br /&gt;
&lt;br /&gt;
Just like the Battleship, the aliens aboard are high level and you should expect to face some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
==UFO Weapons==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Weapon &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Hit Chance (%)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Fire Rate (s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Potential (dmg/s)&lt;br /&gt;
! width=&amp;quot;16%&amp;quot; | Average Realized (dmg/s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Penetration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 40 || 1.0 || 350 || 350 || 140 || Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 60 || 0.5 || 400 || 1200 || 480 || Tier 4&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance || 50 || 1.0 || 2500 || 2500 || 1250 || Tier 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (LWR)|Air Combat]]&lt;br /&gt;
&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>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=120807</id>
		<title>UFOs (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=120807"/>
		<updated>2025-02-04T08:31:41Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Overseer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFOs&#039;&#039;&#039; come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;&#039;UFO Analysis&#039;&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your interceptors will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once! It will also grant significantly increased resource yields from downed and destroyed UFOs.&lt;br /&gt;
&lt;br /&gt;
UFOs that are destroyed in the air will cause the council to give a small credit bounty to XCOM.&lt;br /&gt;
&lt;br /&gt;
== Detecting UFOs ==&lt;br /&gt;
&lt;br /&gt;
Each satellite in a country will detect all UFOs that enter that country. &lt;br /&gt;
&lt;br /&gt;
UFOs above countries without satellite coverage can still be detected by XCOM aircraft positioned in the continent which contains that country. The chance of an aircraft detecting a UFO in a country without a satellite is 7% per aircraft (can be increased to 14% per aircraft with the UFO Tracking foundry project). With a maximum of 6 aircraft per continent this chance maxes out at 42% (or 84% with UFO Tracking).&lt;br /&gt;
&lt;br /&gt;
== UFO Equipment ==&lt;br /&gt;
&lt;br /&gt;
Crashed UFOs will have some their equipment damaged. This is represented by a flat black scar left where the equipment used to be. As well, explosives and other environmental damage can destroy UFO equipment that was not damaged in the crash. Landed UFOs will start the mission with all their UFO equipment intact, but it can still be damaged during the tactical battle.&lt;br /&gt;
&lt;br /&gt;
The chance for each artifact to remain intact is 0-50%:&lt;br /&gt;
*Power Cylinder: 0%&lt;br /&gt;
*Stasis Capsule: 30%&lt;br /&gt;
*Alien Surgery: 30%&lt;br /&gt;
*UFO Computer: 50%&lt;br /&gt;
*Alien Food and Entertainment: 50%&lt;br /&gt;
 If the UFO is shot down and the final hit was from an EMP Cannon, all chances for artifacts to remain intact are additively increased by 40% (to 40-90%).&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;Power Cylinder&#039;&#039;&#039; on a UFO contains 4-6 &#039;&#039;&#039;UFO Power Sources&#039;&#039;&#039;. So you may acquire up to 6 from a Scout and up to 24 from a Battleship. All other UFO equipment is acquired on a 1:1 basis from what you see on the tactical map. &#039;&#039;&#039;Damaged Power Cylinders&#039;&#039;&#039; will yield 1-2 &#039;&#039;&#039;UFO Power Sources&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;Power Cylinder&#039;&#039;&#039; yields &#039;&#039;&#039;75 elerium&#039;&#039;&#039; and each &#039;&#039;&#039;Damaged Power Cylinder&#039;&#039;&#039; yields &#039;&#039;&#039;15 elerium&#039;&#039;&#039; (both modified by difficulty and campaign length).&lt;br /&gt;
&lt;br /&gt;
[[File:UFOPowerSourceCylinder.png]]&lt;br /&gt;
&lt;br /&gt;
==Small UFOs==&lt;br /&gt;
===Scout===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:146px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (400 + 100%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Unarmored&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4-6x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Recon, Research, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 5-9, +2 aliens per difficulty above Easy, a command pod of 2 outsiders (before May) / 3 outsiders (after April)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troop Level Boost&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These will likely be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmored and lightly armed, but fast moving, meaning that the interception window is smaller. Although they give less in terms of alloys and elerium, they offer a great opportunity to train up rookie soldiers and get alien captures. The scouts gain a lot of health each alien level up so they can become quite durable in the later game.&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:146px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 6):&#039;&#039;&#039; Moderate (2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (700 + 50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: Will never land or be shot down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and can be recognized by a purple strobe emanating from their blip. They have much less health but are armored. This makes &#039;&#039;Stingray Missiles&#039;&#039; the optimal choice in the early months. A Fighter in high orbit will be targeting your satellites, so aggressively engage it with [[Air Combat (LWR)#Aircraft Weapons|Stingrays]] or [[Air Combat (LWR)#Aircraft Weapons|Phoenix Cannons]] if you can, to destroy it or at least damage it enough to dissuade it from completing its mission (50% damage will prevent a [[Alien_Missions_(LWR)#Hunt|hunt mission]] from succeeding).&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be destroyed for alien materials to be salvaged by the military forces of the affected country, resulting in an award to XCOM, too.&lt;br /&gt;
&lt;br /&gt;
Like the scouts, fighters gain a lot of health each alien level up so they can become quite durable in the later game.&lt;br /&gt;
&lt;br /&gt;
==Medium UFOs==&lt;br /&gt;
===Raider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 11):&#039;&#039;&#039;  Moderate (2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (3000 + 30%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Unarmored&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 35&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 8-12x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Recon, Research, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 7-12, +2 aliens per difficulty above Easy, +1 command pod of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs start appearing regularly at AL3. Tougher than the Scout, the Raider serves a similar purpose. With a larger chassis, several interceptors are required to reliably bring one down, though a Raider is slow enough in the air that it will stick around longer. Both [[Air Combat (LWR)#Aircraft Weapons|Avalanche]] and [[Air Combat (LWR)#Aircraft Weapons|Stingray]] Missiles work effectively against this UFO, though Stingrays are more variable and deal less damage. Raiders are a good way to gather Alloys and Elerium.&lt;br /&gt;
&lt;br /&gt;
Medium UFOs will have onboard aliens that are 1 level higher than the player normally encounters. As well, alien leaders will be 1 level higher than normal, at least. Expect more difficult aliens on these missions. This is reflected in the UFO description in geoscape saying, e.g., &#039;Raider - Level 1(2)&#039; if the alien level is 1 and the boost to alien soldiers and leaders brings them to level 2. If the [[Alien_Life_Forms_(LWR)#Leaders_and_Leader_Levels|leaders]] are additionally boosted on top of that, a plus sign appears in the description.&lt;br /&gt;
&lt;br /&gt;
===Destroyer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 7):&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1200 +50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability Upgrade (Level 7)&#039;&#039;&#039;: Moderate (1500 +50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Upgrade (Level 7)&#039;&#039;&#039;: Tier 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 35&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: Will never land or be shot down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared interceptors. Usually appearing in the mid-game, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is armored, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or EMP Cannon should be used if available. Interceptor Upgrade Projects are useful to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be destroyed for alien materials to be salvaged by the military forces of the affected country, resulting in an award to XCOM, too.&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (2000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Infiltrate, Retaliate, Command Overwatch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 28 (7 pods - Ethereal pod, Sectoid Commander pod, Outsider pod, Heavy Floater pod, Muton Elite pod, Sectopod pod, Cyberdisc pod)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Overseer ship is offensively very dangerous UFO, even surpassing firepower of upgraded Destroyers, but it has durability approximately of Fighter UFO. Firestorms are recommended due to the high damage output.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. &lt;br /&gt;
&lt;br /&gt;
Overseers never land and cannot be destroyed in air combat (they will always be shot down instead).&lt;br /&gt;
&lt;br /&gt;
==Large UFOs==&lt;br /&gt;
===Abductor===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (3000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 50&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 8-12x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Research, Abduction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 9-15, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country. They can be difficult to take down due to their short flight path, high speed, and extremely high armor.&lt;br /&gt;
&lt;br /&gt;
They will not go after satellites or go on [[Alien Missions (LWR)#Bomb|bombing runs]] over cities. Abductors are almost exclusively used for either Abduction or Research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
===Harvester===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (4000 + 30%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Unarmored&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 8-12x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 3x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Recon, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 8-14, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly and be very difficult to take down. You&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain a lot resources, as well as disrupt alien research, slowing down alien level ups.&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (8000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Tier 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers, 8x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Harvest, Infiltrate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 9-16, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 6-7 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This UFO is a tough ship to take down due to strong armor. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, even more so than assaulting Harvesters, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
===Terror Ship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (10000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Tier 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Research, Terrorize&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-17, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 6-7 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If they don&#039;t land, they give advance warning on the location of terror missions, since they do a fly around the target country before the bulk of the alien forces are inserted via an [[UFOs (LWR)#Assault Carrier|Assault Carrier]]. Terror Ships that land, on the other hand, are doing [[Alien Missions (LWR)#Research|Research]] missions, and can be assaulted for their valuable rewards.&lt;br /&gt;
&lt;br /&gt;
==Very Large UFOs==&lt;br /&gt;
===Battleship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Extremely High (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (20000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Recon, Hunt, Bomb, Infiltrate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-18, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 7-8 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored and packed to the teeth with weaponry. They sometimes spawn as lead guards for Terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max Foundry upgrades and modules. Once you&#039;ve downed one, you can use the [[Alien Artifacts (LWR)#Alien devices|Fusion Cores]] to build [[Air Combat (LWR)#Interceptor Weapons|Fusion Lances]] to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down Battleships.&lt;br /&gt;
&lt;br /&gt;
The aliens on these ships are high level and will have some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
===Assault Carrier===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 11):&#039;&#039;&#039; Very High (2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (20000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Terrorize, Retaliate, Research&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-18, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2 aliens per difficulty above Easy, a command pod of 7-8 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has much less firepower but more durability.&lt;br /&gt;
&lt;br /&gt;
Just like the Battleship, the aliens aboard are high level and you should expect to face some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
==UFO Weapons==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Weapon &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Hit Chance (%)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Fire Rate (s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Potential (dmg/s)&lt;br /&gt;
! width=&amp;quot;16%&amp;quot; | Average Realized (dmg/s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Penetration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 40 || 1.0 || 350 || 350 || 140 || Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 60 || 0.5 || 400 || 1200 || 480 || Tier 4&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance || 50 || 1.0 || 2500 || 2500 || 1250 || Tier 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (LWR)|Air Combat]]&lt;br /&gt;
&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>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119177</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119177"/>
		<updated>2024-06-11T11:13:29Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* A guide to using Gene Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Eyes - Predictive tracking====&lt;br /&gt;
&lt;br /&gt;
This is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Advanced prediction====&lt;br /&gt;
&lt;br /&gt;
This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Snipers and Scouts will really like this one. Overwatchers still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
====Legs - Muscle Amp====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this mod well. Mobility bonus lets you get to placed and do everything a bit better, including opening options to differently equip your soldier. With this mod you may use heavier, usually stronger items, than you would not equip otherwise. Works really well on urban maps where you can jump to builds and take shortcuts. Assault are an excellent user since they need to move a lot, but even static classes and builds like Sniper and overwatch builds can use the ability to take good spots on high ground.&lt;br /&gt;
&lt;br /&gt;
====Legs - Regenesis====&lt;br /&gt;
&lt;br /&gt;
Another generally good gene mod for everyone. Less fatigue (and injury) time will benefit everyone and open options to field stronger squads than you would otherwise could. This is very valuable bonus to have, hard to judge which leg mod is better. The mod also activates HP regeneration in case you get injured, nice little bonus to have in bad situations.&lt;br /&gt;
&lt;br /&gt;
====Chest - Adrenal Neurosympathy====&lt;br /&gt;
&lt;br /&gt;
This is the only AOE gene mod bonus and pretty strong one. Extra aim, mobility and crit is great to have and it lasts for 2 turns, although cooldown is a bit hefty with 5 turns. It can even remove &#039;&#039;Panic&#039;&#039;, mimicking Psi Inspire ability.  It activates per action and depends on number of aliens that soldier sees, meaning it is good on classes and builds that act multiple times. Infantry can shoot twice, Assaults as well, Medic tanks, Double Tap builds, supports often do two actions - although they benefit from other chest mod well. It is rng based and more expensive than other mods so it is not widely as applied as eyes and legs mods.&lt;br /&gt;
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====Chest - Dual Heart====&lt;br /&gt;
&lt;br /&gt;
This mod is usable for several classes and quite unique. It prevents soldier from dying for long time and as such it is very valuable on tanks. They are always in risk and if struck and saved with this mod, they will also recover in half the time thanks to their &#039;&#039;Steadfast&#039;&#039; bonus. Good mod to use also on some soldiers that you really don&#039;t want to lose. Long injury time can be fixed with leg mod and &#039;&#039;Meld&#039;&#039; injections as well.&lt;br /&gt;
Second component of &#039;&#039;Dual Heart&#039;&#039; boosts both throw range and reduces rocket scatter - perfect for support or grenadier Rocketeers. Any support or grenadier class will love throw range bonus, it is more valuable than &#039;&#039;Adrenal Neurosympathy&#039;&#039; for them.&lt;br /&gt;
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====Berserker - Neural Damping====&lt;br /&gt;
&lt;br /&gt;
One of two late game mods, you will get this one after Berserker interrogation. It boosts medikit heals by +4 HP which is huge, considering that late game Medics already heal hefty amounts. But not only that, this mod even makes standard non-medic heals into potent ones. Coupled with good armor and damage reduction, this gene mod is significant durability boost for a soldier. Works really well on tanks and Assaults that get hit often and have lots of hit points. Second component is good as well, Panic immunity is strong perk to have, but you pick this mode primarily for healing bonus. It is on expensive side so try to apply it in bulk gene modding on your best soldiers.&lt;br /&gt;
&lt;br /&gt;
====Berserker - Smart Macrophages====&lt;br /&gt;
&lt;br /&gt;
Grants complete immunity to &#039;&#039;Shredding&#039;&#039; and &#039;&#039;Corrosion&#039;&#039; is in most cases not as good as &#039;&#039;Neural Damping&#039;&#039; for most soldiers. Tanks may prefer it over &#039;&#039;Neural Damping&#039;&#039;, especially on highest difficulties, since they are most likely to get both corroded and shredded, and both are especially bad for them. Shredded tank is in huge danger of dying and corrosion will strip them of lots of armor, treated or not. Shred is rare effect, but higher difficulties will have more leader aliens so the value of mod increases significantly. Corrosion is dealt with easier, but it would still strip some of your hp without this mod. Non-tanks probably don&#039;t need this mod. It is expensive, so reserve it for best soldiers.&lt;br /&gt;
&lt;br /&gt;
====Skin - Enhanced Metabolism====&lt;br /&gt;
&lt;br /&gt;
Probably the last mod you will unlock - good one everyone. First component grants extra overwatch shot, a must on overwatch builds, for others nice extra, but not as strong. Regular overwatch shots can&#039;t crit and have no aim bonuses. Second component of this gene mod is +4 mobility and +40 defense when under 50% HP, which is quite strong defensive bonus and better reason to pick it up on everyone valuable. It may not be active, unless in really bad spot, but this may easily save your soldiers life and there is lots of value in that. &lt;br /&gt;
&lt;br /&gt;
====Skin - Iron Skin====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron Skin&#039;&#039;&#039; grants +15 DR (Damage Reduction) and +30 crit resistance making it into potent defensive boost. It is active all the time, unlike, &#039;&#039;Enhanced Metabolism&#039;&#039;. Tanks will really like these bonuses, no doubt they pick up this mod. Others benefit as well, but it may not be enough to save them, crit resistance is rng based and DR bonus might not save them from extra strong critical hit. But that could be as well said for &#039;&#039;Enhanced Metabolism&#039;&#039; bonus - soldier could easily be killed before 50% HP trigger is ever triggered. This is in general more reliable defensive bonus to have on soldier, but you miss out on extra overwatch shot.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119176</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119176"/>
		<updated>2024-06-11T10:02:14Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* A guide to using Gene Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Eyes - Predictive tracking====&lt;br /&gt;
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This is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Advanced prediction====&lt;br /&gt;
&lt;br /&gt;
This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Snipers and Scouts will really like this one. Overwatchers still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
====Legs - Muscle Amp====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this mod well. Mobility bonus lets you get to placed and do everything a bit better, including opening options to differently equip your soldier. With this mod you may use heavier, usually stronger items, than you would not equip otherwise. Works really well on urban maps where you can jump to builds and take shortcuts. Assault are an excellent user since they need to move a lot, but even static classes and builds like Sniper and overwatch builds can use the ability to take good spots on high ground.&lt;br /&gt;
&lt;br /&gt;
====Legs - Regenesis====&lt;br /&gt;
&lt;br /&gt;
Another generally good gene mod for everyone. Less fatigue (and injury) time will benefit everyone and open options to field stronger squads than you would otherwise could. This is very valuable bonus to have, hard to judge which leg mod is better. The mod also activates HP regeneration in case you get injured, nice little bonus to have in bad situations.&lt;br /&gt;
&lt;br /&gt;
====Chest - Adrenal Neurosympathy====&lt;br /&gt;
&lt;br /&gt;
This is the only AOE gene mod bonus and pretty strong one. Extra aim, mobility and crit is great to have and it lasts for 2 turns, although cooldown is a bit hefty with 5 turns. It can even remove &#039;&#039;Panic&#039;&#039;, mimicking Psi Inspire ability.  It activates per action and depends on number of aliens that soldier sees, meaning it is good on classes and builds that act multiple times. Infantry can shoot twice, Assaults as well, Medic tanks, Double Tap builds, supports often do two actions - although they benefit from other chest mod well. It is rng based and more expensive than other mods so it is not widely as applied as eyes and legs mods.&lt;br /&gt;
&lt;br /&gt;
====Chest - Dual Heart====&lt;br /&gt;
&lt;br /&gt;
This mod is usable for several classes and quite unique. It prevents soldier from dying for long time and as such it is very valuable on tanks. They are always in risk and if struck and saved with this mod, they will also recover in half the time thanks to their &#039;&#039;Steadfast&#039;&#039; bonus. Good mod to use also on some soldiers that you really don&#039;t want to lose. Long injury time can be fixed with leg mod and &#039;&#039;Meld&#039;&#039; injections as well.&lt;br /&gt;
Second component of &#039;&#039;Dual Heart&#039;&#039; boosts both throw range and reduces rocket scatter - perfect for support or grenadier Rocketeers. Any support or grenadier class will love throw range bonus, it is more valuable than &#039;&#039;Adrenal Neurosympathy&#039;&#039; for them.&lt;br /&gt;
&lt;br /&gt;
====Berserker - Neural Damping====&lt;br /&gt;
&lt;br /&gt;
One of two late game mods, you will get this one after Berserker interrogation. It boosts medikit heals by +4 HP which is huge, considering that late game Medics already heal hefty amounts. But not only that, this mod even makes standard non-medic heals into potent ones. Coupled with good armor and damage reduction, this gene mod is significant durability boost for a soldier. Works really well on tanks and Assaults that get hit often and have lots of hit points. Second component is good as well, Panic immunity is strong perk to have, but you pick this mode primarily for healing bonus. It is on expensive side so try to apply it in bulk gene modding on your best soldiers.&lt;br /&gt;
&lt;br /&gt;
====Berserker - Smart Macrophages====&lt;br /&gt;
&lt;br /&gt;
Grants complete immunity to &#039;&#039;Shredding&#039;&#039; and &#039;&#039;Corrosion&#039;&#039; is in most cases not as good as &#039;&#039;Neural Damping&#039;&#039; for most soldiers. Tanks may prefer it over &#039;&#039;Neural Damping&#039;&#039;, especially on highest difficulties, since they are most likely to get both corroded and shredded, and both are especially bad for them. Shredded tank is in huge danger of dying and corrosion will strip them of lots of armor, treated or not. Shred is rare effect, but higher difficulties will have more leader aliens so the value of mod increases significantly. Corrosion is dealt with easier, but it would still strip some of your hp without this mod. Non-tanks probably don&#039;t need this mod. It is expensive, so reserve it for best soldiers.&lt;br /&gt;
&lt;br /&gt;
====Skin - Enhanced Metabolism====&lt;br /&gt;
&lt;br /&gt;
Probably the last mod you will unlock - good one everyone. First component grants extra overwatch shot, a must on overwatch builds, for others nice extra, but not as strong. Regular overwatch shots can&#039;t crit and have no aim bonuses. Second component of this gene mod is +4 mobility and +40 defense when under 50% HP, which is quite strong defensive bonus and better reason to pick it up on everyone valuable. It may not be active, unless in really bad spot, but this may easily save your soldiers life and there is lots of value in that. &lt;br /&gt;
&lt;br /&gt;
====Skin - Iron Skin====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron Skin&#039;&#039;&#039; grants +15 DR (Damage Reduction) and +30 crit resistance making it into potent defensive boost. It is active all the time, unlike, &#039;&#039;Enhanced Metabolism&#039;&#039;. Tanks will really like these bonuses, no doubt they pick up this mod. Others benefit as well, but it may not be enough to save them, crit resistance is rng based and DR bonus might not save them from extra strong critical hit. But that could be as well said for &#039;&#039;Enhanced Metabolism&#039;&#039; bonus - soldier could easily be killed before 50% HP trigger is ever triggered. This is in general more reliable defensive bonus to have on soldier, but you miss out on extra overwatch shot.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119175</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119175"/>
		<updated>2024-06-11T10:01:23Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Skin - Iron Skin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
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&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Predictive tracking====&lt;br /&gt;
&lt;br /&gt;
This is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Advanced prediction====&lt;br /&gt;
&lt;br /&gt;
This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Snipers and Scouts will really like this one. Overwatchers still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
====Legs - Muscle Amp====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this mod well. Mobility bonus lets you get to placed and do everything a bit better, including opening options to differently equip your soldier. With this mod you may use heavier, usually stronger items, than you would not equip otherwise. Works really well on urban maps where you can jump to builds and take shortcuts. Assault are an excellent user since they need to move a lot, but even static classes and builds like Sniper and overwatch builds can use the ability to take good spots on high ground.&lt;br /&gt;
&lt;br /&gt;
====Legs - Regenesis====&lt;br /&gt;
&lt;br /&gt;
Another generally good gene mod for everyone. Less fatigue (and injury) time will benefit everyone and open options to field stronger squads than you would otherwise could. This is very valuable bonus to have, hard to judge which leg mod is better. The mod also activates HP regeneration in case you get injured, nice little bonus to have in bad situations.&lt;br /&gt;
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====Chest - Adrenal Neurosympathy====&lt;br /&gt;
&lt;br /&gt;
This is the only AOE gene mod bonus and pretty strong one. Extra aim, mobility and crit is great to have and it lasts for 2 turns, although cooldown is a bit hefty with 5 turns. It can even remove &#039;&#039;Panic&#039;&#039;, mimicking Psi Inspire ability.  It activates per action and depends on number of aliens that soldier sees, meaning it is good on classes and builds that act multiple times. Infantry can shoot twice, Assaults as well, Medic tanks, Double Tap builds, supports often do two actions - although they benefit from other chest mod well. It is rng based and more expensive than other mods so it is not widely as applied as eyes and legs mods.&lt;br /&gt;
&lt;br /&gt;
====Chest - Dual Heart====&lt;br /&gt;
&lt;br /&gt;
This mod is usable for several classes and quite unique. It prevents soldier from dying for long time and as such it is very valuable on tanks. They are always in risk and if struck and saved with this mod, they will also recover in half the time thanks to their &#039;&#039;Steadfast&#039;&#039; bonus. Good mod to use also on some soldiers that you really don&#039;t want to lose. Long injury time can be fixed with leg mod and &#039;&#039;Meld&#039;&#039; injections as well.&lt;br /&gt;
Second component of &#039;&#039;Dual Heart&#039;&#039; boosts both throw range and reduces rocket scatter - perfect for support or grenadier Rocketeers. Any support or grenadier class will love throw range bonus, it is more valuable than &#039;&#039;Adrenal Neurosympathy&#039;&#039; for them.&lt;br /&gt;
&lt;br /&gt;
====Berserker - Neural Damping====&lt;br /&gt;
&lt;br /&gt;
One of two late game mods, you will get this one after Berserker interrogation. It boosts medikit heals by +4 HP which is huge, considering that late game Medics already heal hefty amounts. But not only that, this mod even makes standard non-medic heals into potent ones. Coupled with good armor and damage reduction, this gene mod is significant durability boost for a soldier. Works really well on tanks and Assaults that get hit often and have lots of hit points. Second component is good as well, Panic immunity is strong perk to have, but you pick this mode primarily for healing bonus. It is on expensive side so try to apply it in bulk gene modding on your best soldiers.&lt;br /&gt;
&lt;br /&gt;
====Berserker - Smart Macrophages====&lt;br /&gt;
&lt;br /&gt;
Grants complete immunity to &#039;&#039;Shredding&#039;&#039; and &#039;&#039;Corrosion&#039;&#039; is in most cases not as good as &#039;&#039;Neural Damping&#039;&#039; for most soldiers. Tanks may prefer it over &#039;&#039;Neural Damping&#039;&#039;, especially on highest difficulties, since they are most likely to get both corroded and shredded, and both are especially bad for them. Shredded tank is in huge danger of dying and corrosion will strip them of lots of armor, treated or not. Shred is rare effect, but higher difficulties will have more leader aliens so the value of mod increases significantly. Corrosion is dealt with easier, but it would still strip some of your hp without this mod. Non-tanks probably don&#039;t need this mod. It is expensive, so reserve it for best soldiers.&lt;br /&gt;
&lt;br /&gt;
====Skin - Enhanced Metabolism====&lt;br /&gt;
&lt;br /&gt;
Probably the last mod you will unlock - good one everyone. First component grants extra overwatch shot, a must on overwatch builds, for others nice extra, but not as strong. Regular overwatch shots can&#039;t crit and have no aim bonuses. Second component of this gene mod is +4 mobility and +40 defense when under 50% HP, which is quite strong defensive bonus and better reason to pick it up on everyone valuable. It may not be active, unless in really bad spot, but this may easily save your soldiers life and there is lots of value in that. &lt;br /&gt;
&lt;br /&gt;
====Skin - Iron Skin====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron Skin&#039;&#039;&#039; grants +15 DR (Damage Reduction) and +30 crit resistance making it into potent defensive boost. It is active all the time, unlike, &#039;&#039;Enhanced Metabolism&#039;&#039;. Tanks will really like these bonuses, no doubt they pick up this mod. Others benefit as well, but it may not be enough to save them, crit resistance is rng based and DR bonus might not save them from extra strong critical hit. But that could be as well said for &#039;&#039;Enhanced Metabolism&#039;&#039; bonus - soldier could easily be killed before 50% HP trigger is ever triggered. This is in general more reliable defensive bonus to have on soldier, but you miss out on extra overwatch shot.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119174</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119174"/>
		<updated>2024-06-11T09:59:10Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* A guide to using Gene Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Predictive tracking====&lt;br /&gt;
&lt;br /&gt;
This is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Advanced prediction====&lt;br /&gt;
&lt;br /&gt;
This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Snipers and Scouts will really like this one. Overwatchers still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
====Legs - Muscle Amp====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this mod well. Mobility bonus lets you get to placed and do everything a bit better, including opening options to differently equip your soldier. With this mod you may use heavier, usually stronger items, than you would not equip otherwise. Works really well on urban maps where you can jump to builds and take shortcuts. Assault are an excellent user since they need to move a lot, but even static classes and builds like Sniper and overwatch builds can use the ability to take good spots on high ground.&lt;br /&gt;
&lt;br /&gt;
====Legs - Regenesis====&lt;br /&gt;
&lt;br /&gt;
Another generally good gene mod for everyone. Less fatigue (and injury) time will benefit everyone and open options to field stronger squads than you would otherwise could. This is very valuable bonus to have, hard to judge which leg mod is better. The mod also activates HP regeneration in case you get injured, nice little bonus to have in bad situations.&lt;br /&gt;
&lt;br /&gt;
====Chest - Adrenal Neurosympathy====&lt;br /&gt;
&lt;br /&gt;
This is the only AOE gene mod bonus and pretty strong one. Extra aim, mobility and crit is great to have and it lasts for 2 turns, although cooldown is a bit hefty with 5 turns. It can even remove &#039;&#039;Panic&#039;&#039;, mimicking Psi Inspire ability.  It activates per action and depends on number of aliens that soldier sees, meaning it is good on classes and builds that act multiple times. Infantry can shoot twice, Assaults as well, Medic tanks, Double Tap builds, supports often do two actions - although they benefit from other chest mod well. It is rng based and more expensive than other mods so it is not widely as applied as eyes and legs mods.&lt;br /&gt;
&lt;br /&gt;
====Chest - Dual Heart====&lt;br /&gt;
&lt;br /&gt;
This mod is usable for several classes and quite unique. It prevents soldier from dying for long time and as such it is very valuable on tanks. They are always in risk and if struck and saved with this mod, they will also recover in half the time thanks to their &#039;&#039;Steadfast&#039;&#039; bonus. Good mod to use also on some soldiers that you really don&#039;t want to lose. Long injury time can be fixed with leg mod and &#039;&#039;Meld&#039;&#039; injections as well.&lt;br /&gt;
Second component of &#039;&#039;Dual Heart&#039;&#039; boosts both throw range and reduces rocket scatter - perfect for support or grenadier Rocketeers. Any support or grenadier class will love throw range bonus, it is more valuable than &#039;&#039;Adrenal Neurosympathy&#039;&#039; for them.&lt;br /&gt;
&lt;br /&gt;
====Berserker - Neural Damping====&lt;br /&gt;
&lt;br /&gt;
One of two late game mods, you will get this one after Berserker interrogation. It boosts medikit heals by +4 HP which is huge, considering that late game Medics already heal hefty amounts. But not only that, this mod even makes standard non-medic heals into potent ones. Coupled with good armor and damage reduction, this gene mod is significant durability boost for a soldier. Works really well on tanks and Assaults that get hit often and have lots of hit points. Second component is good as well, Panic immunity is strong perk to have, but you pick this mode primarily for healing bonus. It is on expensive side so try to apply it in bulk gene modding on your best soldiers.&lt;br /&gt;
&lt;br /&gt;
====Berserker - Smart Macrophages====&lt;br /&gt;
&lt;br /&gt;
Grants complete immunity to &#039;&#039;Shredding&#039;&#039; and &#039;&#039;Corrosion&#039;&#039; is in most cases not as good as &#039;&#039;Neural Damping&#039;&#039; for most soldiers. Tanks may prefer it over &#039;&#039;Neural Damping&#039;&#039;, especially on highest difficulties, since they are most likely to get both corroded and shredded, and both are especially bad for them. Shredded tank is in huge danger of dying and corrosion will strip them of lots of armor, treated or not. Shred is rare effect, but higher difficulties will have more leader aliens so the value of mod increases significantly. Corrosion is dealt with easier, but it would still strip some of your hp without this mod. Non-tanks probably don&#039;t need this mod. It is expensive, so reserve it for best soldiers.&lt;br /&gt;
&lt;br /&gt;
====Skin - Enhanced Metabolism====&lt;br /&gt;
&lt;br /&gt;
Probably the last mod you will unlock - good one everyone. First component grants extra overwatch shot, a must on overwatch builds, for others nice extra, but not as strong. Regular overwatch shots can&#039;t crit and have no aim bonuses. Second component of this gene mod is +4 mobility and +40 defense when under 50% HP, which is quite strong defensive bonus and better reason to pick it up on everyone valuable. It may not be active, unless in really bad spot, but this may easily save your soldiers life and there is lots of value in that. &lt;br /&gt;
&lt;br /&gt;
====Skin - Iron Skin====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron Skin&#039;&#039;&#039; grants +15 DR (Damage Reduction) and +30 crit resistance making it into potent defensive boost. It is active all the time, unlike, &#039;&#039;Enhanced Metabolism&#039;&#039;. Tanks will really like these bonuses, no doubt they pick up this mod. Others benefit as well, but it may not be enough to save them, crit resistance is rng based and DR bonus might not save them from extra strong critical hit. But that could be as well said for &#039;&#039;Enhanced Metabolism&#039;&#039; bonus. Soldier could be as well killed before he ever triggers 50% HP required to activate the gene mod. This is in general more reliable defensive bonus to have on any soldier, but you miss out on extra overwatch shot.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119173</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119173"/>
		<updated>2024-06-11T09:28:29Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Chest - Dual Heart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Predictive tracking====&lt;br /&gt;
&lt;br /&gt;
This is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Advanced prediction====&lt;br /&gt;
&lt;br /&gt;
This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Snipers and Scouts will really like this one. Overwatchers still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
====Legs - Muscle Amp====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this mod well. Mobility bonus lets you get to placed and do everything a bit better, including opening options to differently equip your soldier. With this mod you may use heavier, usually stronger items, than you would not equip otherwise. Works really well on urban maps where you can jump to builds and take shortcuts. Assault are an excellent user since they need to move a lot, but even static classes and builds like Sniper and overwatch builds can use the ability to take good spots on high ground.&lt;br /&gt;
&lt;br /&gt;
====Legs - Regenesis====&lt;br /&gt;
&lt;br /&gt;
Another generally good gene mod for everyone. Less fatigue (and injury) time will benefit everyone and open options to field stronger squads than you would otherwise could. This is very valuable bonus to have, hard to judge which leg mod is better. The mod also activates HP regeneration in case you get injured, nice little bonus to have in bad situations.&lt;br /&gt;
&lt;br /&gt;
====Chest - Adrenal Neurosympathy====&lt;br /&gt;
&lt;br /&gt;
This is the only AOE gene mod bonus and pretty strong one. Extra aim, mobility and crit is great to have and it lasts for 2 turns, although cooldown is a bit hefty with 5 turns. It can even remove &#039;&#039;Panic&#039;&#039;, mimicking Psi Inspire ability.  It activates per action and depends on number of aliens that soldier sees, meaning it is good on classes and builds that act multiple times. Infantry can shoot twice, Assaults as well, Medic tanks, Double Tap builds, supports often do two actions - although they benefit from other chest mod well. It is rng based and more expensive than other mods so it is not widely as applied as eyes and legs mods.&lt;br /&gt;
&lt;br /&gt;
====Chest - Dual Heart====&lt;br /&gt;
&lt;br /&gt;
This mod is usable for several classes and quite unique. It prevents soldier from dying for long time and as such it is very valuable on tanks. They are always in risk and if struck and saved with this mod, they will also recover in half the time thanks to their &#039;&#039;Steadfast&#039;&#039; bonus. Good mod to use also on some soldiers that you really don&#039;t want to lose. Long injury time can be fixed with leg mod and &#039;&#039;Meld&#039;&#039; injections as well.&lt;br /&gt;
Second component of &#039;&#039;Dual Heart&#039;&#039; boosts both throw range and reduces rocket scatter - perfect for support or grenadier Rocketeers. Any support or grenadier class will love throw range bonus, it is more valuable than &#039;&#039;Adrenal Neurosympathy&#039;&#039; for them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119172</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119172"/>
		<updated>2024-06-11T09:26:33Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* A guide to using Gene Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Predictive tracking====&lt;br /&gt;
&lt;br /&gt;
This is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Advanced prediction====&lt;br /&gt;
&lt;br /&gt;
This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Snipers and Scouts will really like this one. Overwatchers still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
====Legs - Muscle Amp====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this mod well. Mobility bonus lets you get to placed and do everything a bit better, including opening options to differently equip your soldier. With this mod you may use heavier, usually stronger items, than you would not equip otherwise. Works really well on urban maps where you can jump to builds and take shortcuts. Assault are an excellent user since they need to move a lot, but even static classes and builds like Sniper and overwatch builds can use the ability to take good spots on high ground.&lt;br /&gt;
&lt;br /&gt;
====Legs - Regenesis====&lt;br /&gt;
&lt;br /&gt;
Another generally good gene mod for everyone. Less fatigue (and injury) time will benefit everyone and open options to field stronger squads than you would otherwise could. This is very valuable bonus to have, hard to judge which leg mod is better. The mod also activates HP regeneration in case you get injured, nice little bonus to have in bad situations.&lt;br /&gt;
&lt;br /&gt;
====Chest - Adrenal Neurosympathy====&lt;br /&gt;
&lt;br /&gt;
This is the only AOE gene mod bonus and pretty strong one. Extra aim, mobility and crit is great to have and it lasts for 2 turns, although cooldown is a bit hefty with 5 turns. It can even remove &#039;&#039;Panic&#039;&#039;, mimicking Psi Inspire ability.  It activates per action and depends on number of aliens that soldier sees, meaning it is good on classes and builds that act multiple times. Infantry can shoot twice, Assaults as well, Medic tanks, Double Tap builds, supports often do two actions - although they benefit from other chest mod well. It is rng based and more expensive than other mods so it is not widely as applied as eyes and legs mods.&lt;br /&gt;
&lt;br /&gt;
====Chest - Dual Heart====&lt;br /&gt;
&lt;br /&gt;
This mod is usable for several classes and quite unique. It prevents soldier from dying for quite long time and as such it is very valuable for tanks. They are always in risk and if struck and saved with this mod, they will also recover only half the time thanks to their &#039;&#039;Steadfast&#039;&#039; bonus. Good mod to use also on some soldiers that you really don&#039;t want to lose. Long injury time can be fixed with leg mod and &#039;&#039;Meld&#039;&#039; injections as well.&lt;br /&gt;
Additionally, &#039;&#039;Dual Heart&#039;&#039; boost both throw range and reduces rocket scatter - perfect for support or grenadier Rocketeers. Any support or grenadier class will love throw range bonus, it is more valuable than &#039;&#039;Adrenal Neurosympathy&#039;&#039; for them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119171</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119171"/>
		<updated>2024-06-11T09:08:16Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* A guide to using Gene Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Predictive tracking====&lt;br /&gt;
&lt;br /&gt;
This is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Advanced prediction====&lt;br /&gt;
&lt;br /&gt;
This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Snipers and Scouts will really like this one. Overwatchers still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
====Legs - Muscle Amp====&lt;br /&gt;
&lt;br /&gt;
Everyone can use this mod well. Mobility bonus lets you get to placed and do everything a bit better, including opening options to differently equip your soldier. With this mod you may use heavier, usually stronger items, than you would not equip otherwise. Works really well on urban maps where you can jump to builds and take shortcuts. Assault are an excellent user since they need to move a lot, but even static classes and builds like Sniper and overwatch builds can use the ability to take good spots on high ground.&lt;br /&gt;
&lt;br /&gt;
====Legs - Regenesis====&lt;br /&gt;
&lt;br /&gt;
Another generally good gene mod for everyone. Less fatigue (and injury) time will benefit everyone and open options to field stronger squads than you would otherwise could. This is very valuable bonus to have, hard to judge which leg mod is better. The mod also activates HP regeneration in case you get injured, nice little bonus to have in bad situations.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119170</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119170"/>
		<updated>2024-06-11T08:55:25Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Eyes - Predictive tracking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Predictive tracking====&lt;br /&gt;
&lt;br /&gt;
This is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Advanced prediction====&lt;br /&gt;
&lt;br /&gt;
This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Snipers and Scouts will really like this one. Overwatchers still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119169</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119169"/>
		<updated>2024-06-11T08:54:28Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Eyes - Advanced prediction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Predictive tracking====&lt;br /&gt;
&lt;br /&gt;
This is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, LMG Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Advanced prediction====&lt;br /&gt;
&lt;br /&gt;
This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Snipers and Scouts will really like this one. Overwatchers still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119168</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119168"/>
		<updated>2024-06-11T08:51:46Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Predictive tracking====&lt;br /&gt;
&lt;br /&gt;
This is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, LMG Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
====Eyes - Advanced prediction====&lt;br /&gt;
&lt;br /&gt;
This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Overwatchers will still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119167</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119167"/>
		<updated>2024-06-11T08:50:10Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Eyes==&lt;br /&gt;
====Predictive tracking====&lt;br /&gt;
&lt;br /&gt;
This is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, LMG Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
====Advanced prediction====&lt;br /&gt;
&lt;br /&gt;
This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Overwatchers will still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119166</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119166"/>
		<updated>2024-06-11T08:49:32Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Eyes - Advanced prediction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eyes==&lt;br /&gt;
====Predictive tracking====&lt;br /&gt;
&lt;br /&gt;
This is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, LMG Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
====Advanced prediction====&lt;br /&gt;
&lt;br /&gt;
This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Overwatchers will still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119165</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119165"/>
		<updated>2024-06-11T08:49:16Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Eyes - Predictive tracking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eyes==&lt;br /&gt;
====Predictive tracking====&lt;br /&gt;
&lt;br /&gt;
This is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, LMG Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
===Eyes - Advanced prediction=== &lt;br /&gt;
&lt;br /&gt;
This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Overwatchers will still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119164</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119164"/>
		<updated>2024-06-11T08:48:11Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* A guide to using Gene Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eyes - Predictive tracking===&lt;br /&gt;
&lt;br /&gt;
This is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, LMG Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
===Eyes - Advanced prediction=== &lt;br /&gt;
&lt;br /&gt;
This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Overwatchers will still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119163</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119163"/>
		<updated>2024-06-11T08:47:45Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* Eyes - Predictive tracking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eyes - Predictive tracking===&lt;br /&gt;
This is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, LMG Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Eyes - Advanced prediction&#039;&#039;&#039;=== &lt;br /&gt;
This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Overwatchers will still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119162</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119162"/>
		<updated>2024-06-11T08:47:26Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* A guide to using Gene Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Eyes - Predictive tracking&#039;&#039;&#039;===&lt;br /&gt;
This is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, LMG Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Eyes - Advanced prediction&#039;&#039;&#039;=== &lt;br /&gt;
This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Overwatchers will still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119161</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119161"/>
		<updated>2024-06-11T08:46:24Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* A guide to using Gene Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==A guide to using Gene Mods==&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Eyes - Predictive tracking&#039;&#039;&#039;=== - is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, LMG Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Eyes - Advanced prediction&#039;&#039;&#039;=== - is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Overwatchers will still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119160</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119160"/>
		<updated>2024-06-11T08:45:03Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* A guide to using Gene Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
== A guide to using Gene Mods ==&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Eyes - Predictive tracking&#039;&#039;&#039;=== - is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, LMG Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Eyes - Advanced prediction&#039;&#039;&#039;=== - is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Overwatchers will still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119159</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119159"/>
		<updated>2024-06-11T08:43:20Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* A guide to using Gene Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
== A guide to using Gene Mods ==&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
&lt;br /&gt;
Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Eyes - Predictive tracking&#039;&#039;&#039; - is very valuable aim boost for overwatch builds. If soldier does not have 40+ &#039;&#039;Will&#039;&#039; feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. &#039;&#039;Burst&#039;&#039; bonus is also noticable, LMG Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so &#039;&#039;Burst&#039;&#039; aspect is usually not a decider here.&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Eyes - Advanced prediction&#039;&#039;&#039; - is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require &#039;&#039;&#039;Predictive tracking&#039;&#039;&#039;. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Overwatchers will still prefer the other mod, but even this one is useful to them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119158</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=119158"/>
		<updated>2024-06-11T08:26:30Z</updated>

		<summary type="html">&lt;p&gt;Loladarulz: /* A guide to using Gene Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
== A guide to using Gene Mods ==&lt;br /&gt;
&lt;br /&gt;
XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meld and $$$&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There seems to be a bit of general trend of overvaluing &#039;&#039;Meld&#039;&#039;, perhaps a relic mindset from Long war. There is lots of &#039;&#039;Meld&#039;&#039; in the game to be found and you don&#039;t really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest &#039;&#039;Meld&#039;&#039; into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn&#039;t mean its ok to be wasteful, &#039;&#039;Meld&#039;&#039; can be sold for nice money (if you feel you have too much), so don&#039;t overwrite gene modes like there is no tomorrow. You don&#039;t need more then 200-300 stacked &#039;&#039;Meld&#039;&#039; during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more &#039;&#039;Meld&#039;&#039;. It is also easier to get more &#039;&#039;Meld&#039;&#039; later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 &#039;&#039;Meld&#039;&#039; and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to gene mode?&#039;&#039;&#039;&lt;br /&gt;
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Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don&#039;t need to gene mode that much so it is not a race like MEC augmentation for example.&lt;br /&gt;
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*&#039;&#039;&#039;Who is good target for gene modding?&#039;&#039;&#039;&lt;br /&gt;
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Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) &#039;&#039;Will&#039;&#039; (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their &#039;&#039;Will&#039;&#039; matters, but it does not have to be that high. In general I choose couple of 30-40 &#039;&#039;Will&#039;&#039; soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat &#039;fixed&#039; with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don&#039;t gene mode them. Knowing this, you can gene mode pretty much everyone else.&lt;br /&gt;
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Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.&lt;br /&gt;
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==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Loladarulz</name></author>
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