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		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=126841</id>
		<title>Weapons (LWR)</title>
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		<updated>2026-04-27T06:43:33Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Weapon Types ==&lt;br /&gt;
&lt;br /&gt;
=== Weapon Tiers ===&lt;br /&gt;
&lt;br /&gt;
==== Conventional/Ballistic ====&lt;br /&gt;
&lt;br /&gt;
These are the basic weapons you start with - they are relativity unchanged in Long War Rebalance. You will want to upgrade to superior guns in the long run. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arc ====&lt;br /&gt;
&lt;br /&gt;
There are 3 Arc Weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will likely build some of each, the Stun Rifle is mandatory to win the game.&lt;br /&gt;
&lt;br /&gt;
The Arc Rifle and Pistol only deal full damage against Mechanical units and have hefty penetration.&lt;br /&gt;
&lt;br /&gt;
==== Beam Lasers ====&lt;br /&gt;
&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers. &lt;br /&gt;
Beam lasers have increased accuracy and higher crit. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:680px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
 Bonus Stats: +10 aim, +20 crit&lt;br /&gt;
 Note: Pistol gains more crit but no aim&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gauss ====&lt;br /&gt;
&lt;br /&gt;
Gauss weapons return to ballistic projectiles but alien power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry. &lt;br /&gt;
&lt;br /&gt;
Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons at the cost of being heavier. The &#039;Quenchguns&#039; foundry project will grant all Gauss primary weapons a +10 penetration bonus against all units, which helps make Gauss weapons even more effective. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:240px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 6&lt;br /&gt;
 Bonus Stats: +0.6 weight&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pulse Lasers ====&lt;br /&gt;
&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse lasers are simply a refinement on Beam lasers, dealing more damage as a bonus. They use the same visuals as XCOM-built laser weaponry from vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:680px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 6&lt;br /&gt;
 Bonus Stats: +15 aim, +30 crit&lt;br /&gt;
 Note: Pistol gains more crit but no aim&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Plasma ====&lt;br /&gt;
&lt;br /&gt;
Plasma weapons remain the most powerful weapons available to XCOM, and have had their unique bonuses increased. They are also impervious to damage or destruction so commanders can feel safe bringing them on late game missions. However, Plasma weapons now have a significant meld cost and require UFO power sources in their construction, they also take longer to research. However, you no longer need to capture Aliens and recover their weapons in order to manufacture Plasma weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 8&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma-Specific Bonuses:&#039;&#039;&#039;&lt;br /&gt;
*Plasma Rifle: Grants &#039;&#039;&#039;Carapace Shredder&#039;&#039;&#039; and &#039;&#039;&#039;Sublimator&#039;&#039;&#039;&lt;br /&gt;
*Plasma Battle Rifle: Grants &#039;&#039;&#039;Panzer Shredder&#039;&#039;&#039;&lt;br /&gt;
*Plasma Carbine: Grants &#039;&#039;&#039;Aerial Shredder&#039;&#039;&#039; and &#039;&#039;&#039;Aerial Tracking&#039;&#039;&#039;&lt;br /&gt;
*Plasma SMG: -0.6 weight, +20 crit, +50% crit damage&lt;br /&gt;
*Plasma Reflex Cannon (Shotgun): Grants &#039;&#039;&#039;Ether Shredder&#039;&#039;&#039; and &#039;&#039;&#039;Sublimator&#039;&#039;&#039;&lt;br /&gt;
*Plasma Strike Rifle: +2 damage and +20 pen against preoccupied targets&lt;br /&gt;
*Plasma Sniper Rifle: +2 dmg and +20 pen on reaction shots or shots at targets not protected by cover&lt;br /&gt;
*Plasma Novagun (SAW): +16 damage against targets at full HP&lt;br /&gt;
*Plasma Dragon (LMG): +2 damage to Suppressive Fire&lt;br /&gt;
*Plasma Particle Cannon (MEC): +8 damage against Mechanical&lt;br /&gt;
*Plasma Autocannon (SHIV): +15 aim, +15 crit&lt;br /&gt;
*Plasma Vulcan (SHIV): +1.3 mobility&lt;br /&gt;
*Plasma Pistol: +2 damage against biologic units&lt;br /&gt;
*Plasma Autopistol: +3 crit damage&lt;br /&gt;
&lt;br /&gt;
=== Weapon Classes ===&lt;br /&gt;
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 600px; text-align: center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | Weapon &lt;br /&gt;
! style=&amp;quot;padding: 4px 15px;&amp;quot; | Base Damage&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Cannons&lt;br /&gt;
| 250%&lt;br /&gt;
|-&lt;br /&gt;
|LMGs, Autocannons, and MEC Weapons &lt;br /&gt;
| 200%&lt;br /&gt;
|- &lt;br /&gt;
|Shotguns, SAWs and Sniper Rifles &lt;br /&gt;
| 150%&lt;br /&gt;
|- &lt;br /&gt;
|Battle Rifles and Strike Rifles &lt;br /&gt;
| 125%&lt;br /&gt;
|- &lt;br /&gt;
|Assault Rifles &lt;br /&gt;
| 100%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Carbines, SMGs, Pistols and Machine Pistols &lt;br /&gt;
| 75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
===Assault Rifles===&lt;br /&gt;
Assault Rifles are the baseline rifle, providing a decent balance of weight, accuracy and firepower. Their base ammo is 4 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Assault Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)&lt;br /&gt;
&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
|&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)&lt;br /&gt;
|40%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
| -0.6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
|38&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
|&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
|50%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;Carapace [[Other_Abilities_(LWR)#Shred|Shredder]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Sublimator|Sublimator]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]&lt;br /&gt;
|125&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
| 1 UFO Power Source &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|62&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Battle Rifles===&lt;br /&gt;
Battle Rifles are heavier versions of Assault Rifles. They trade mobility and ammo capacity for increased damage output. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
| -0.6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)&lt;br /&gt;
| 10%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
| +15 penetration&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Battle Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
| -0.6&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)&lt;br /&gt;
|30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
| +15 penetration&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Battle Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
| -1.3&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)&lt;br /&gt;
| 10%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
| +20 penetration&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
|38&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Battle Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
| -0.6&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)&lt;br /&gt;
|40%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
| +20 penetration&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Battle Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
| -0.6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)&lt;br /&gt;
| 10%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;Panzer [[Other_Abilities_(LWR)#Shred|Shredder]]&#039;&#039;&#039;&amp;lt;br&amp;gt;+15 penetration&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]&lt;br /&gt;
|125&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|62&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles focusing more on aim and mobility. They are light-weight and have higher aim but deal reduced damage. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 75%. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Assault Carbine&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
| +0.6&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;Aerial Precision&#039;&#039;&#039;: +20 crit and +50% crit damage vs airborne&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Carbine&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
| +0.6&lt;br /&gt;
| +20&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)&lt;br /&gt;
|40%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;Aerial Precision&#039;&#039;&#039;: +20 crit and +50% crit damage vs airborne&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Carbine&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
| +0.6&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|Grants +25% crit damage&amp;lt;br&amp;gt;Grants &#039;&#039;&#039;Aerial Precision&#039;&#039;&#039;: +20 crit and +50% crit damage vs airborne&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
| +0.6&lt;br /&gt;
| +25&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)&lt;br /&gt;
|50%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|Grants +25% crit damage&amp;lt;br&amp;gt;Grants &#039;&#039;&#039;Aerial Precision&#039;&#039;&#039;: +20 crit and +50% crit damage vs airborne&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]&lt;br /&gt;
|63&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Carbine&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
| +0.6&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;Aerial Precision&#039;&#039;&#039;: +20 crit and +50% crit damage vs airborne&amp;lt;br&amp;gt;Grants &#039;&#039;&#039;Aerial [[Other_Abilities_(LWR)#Shred|Shredder]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants &#039;&#039;&#039;Aerial Tracking&#039;&#039;&#039;: Ignores the defense from flying&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Light Plasma Weapons]]&lt;br /&gt;
|120&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|160&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|60&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SMGs===&lt;br /&gt;
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They are light-weight and have high crit damage. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}} &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:SMG Long War.png|128px|SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;SMG&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners, and Rocketeers&lt;br /&gt;
| +0.6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)&lt;br /&gt;
|30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants +150% crit damage&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser SMG&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners, and Rocketeers&lt;br /&gt;
| +0.6&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)&lt;br /&gt;
|50%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants +150% crit damage&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss SMG&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners, and Rocketeers&lt;br /&gt;
| +0.6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)&lt;br /&gt;
|30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants +175% crit damage&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse SMG&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners, and Rocketeers&lt;br /&gt;
| +0.6&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)&lt;br /&gt;
|60%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants +175% crit damage&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]&lt;br /&gt;
|63&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma SMG&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners, and Rocketeers&lt;br /&gt;
| +1.3&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
|50%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants +200% crit damage&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Light Plasma Weapons]]&lt;br /&gt;
|120&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|160&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|60&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotguns===&lt;br /&gt;
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses due to [[Other Abilities (LWR)#Pinpoint Accuracy|&#039;&#039;&#039;Pinpoint Accuracy&#039;&#039;&#039;]]. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shotgun Long War.png|128px|Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Shotgun&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|&#039;&#039;&#039;Saturation Fire&#039;&#039;&#039;: Shots within 4 tiles gain +25% base damage&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Scattershot&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|&#039;&#039;&#039;Saturation Fire&#039;&#039;&#039;: Shots within 4 tiles gain +25% base damage&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
|18&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Alloy Cannon&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
| -0.6&lt;br /&gt;
| 0&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|&#039;&#039;&#039;Saturation Fire&#039;&#039;&#039;: Shots within 4 tiles gain +25% base damage&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
|40&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Scattershot&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)&lt;br /&gt;
|30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|&#039;&#039;&#039;Saturation Fire&#039;&#039;&#039;: Shots within 4 tiles gain +25% base damage&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Reflex Cannon&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;Ether&#039;&#039;&#039; [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Saturation Fire&#039;&#039;&#039;: Shots within 4 tiles gain +25% base damage&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]&lt;br /&gt;
|132&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|76&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SAWs===&lt;br /&gt;
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to aim, mobility and crit. They cannot be steadied unless paired with [[Equipment#Weapon Attachment|Alloy Bipod]]. SAWs grant the [[Abilities List (LWR)#Bulletstorm|Bulletstorm]], [[Abilities List (LWR)#Burst|Burst]], and [[Abilities List (LWR)#Shredder|Shredder]] abilities. Their base ammo is 5 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SAW Long War.png|128px|SAW]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;SAW&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
| -1.3&lt;br /&gt;
| -10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
| -30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Autorifle&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
| -1.3&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
| -10%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]&lt;br /&gt;
|18&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Autorifle&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
| -2.0&lt;br /&gt;
| -10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)&lt;br /&gt;
| -30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]&lt;br /&gt;
|38&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Autolaser&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
| -1.3&lt;br /&gt;
| 5&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)&lt;br /&gt;
| 0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Novagun&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
| -1.3&lt;br /&gt;
| -10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
| -30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
| +16 damage against targets at full HP&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]&lt;br /&gt;
|128&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|80&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LMGs===&lt;br /&gt;
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have greater damage, ammo, and provide [[Abilities List (LWR)#Bulletstorm|Bulletstorm]], [[Abilities List (LWR)#Danger Zone|Danger Zone]], [[Abilities List (LWR)#Burst|Burst]], and [[Abilities List (LWR)#Shredder|Shredder]] abilities; but have even less mobility, aim, crit, and remove a small equipment slot. They cannot be steadied unless paired with [[Equipment#Weapon Attachment|Alloy Bipod]]. Their base ammo is 5 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:LMG Long War.png|128px|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;LMG&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
| -2.0&lt;br /&gt;
| -30&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)&lt;br /&gt;
| -50%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
| -1 small equipment slot&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gatling Laser Long War.png|128px|Laser Gattler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Gattler&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
| -2.0&lt;br /&gt;
| -20&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)&lt;br /&gt;
| -30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
| -1 small equipment slot&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;+0.4 radius to &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]&lt;br /&gt;
|18&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Machine Gun&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
| -2.6&lt;br /&gt;
| -30&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
| -50%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
| -1 small equipment slot&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]&lt;br /&gt;
|45&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|Pulse Gattler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Gattler&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
| -2.0&lt;br /&gt;
| -15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
| -20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
| -1 small equipment slot&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;+0.4 radius to &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]&lt;br /&gt;
|70&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Dragon&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
| -2.0&lt;br /&gt;
| -30&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)&lt;br /&gt;
| -50%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
| +2 damage to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppression|Suppressive Fire]]&#039;&#039;&#039;&amp;lt;br&amp;gt;-1 small equipment slot&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]&lt;br /&gt;
|135&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|82&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strike Rifles===&lt;br /&gt;
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. They support [[Abilities List (LWR)#Squadsight|Squadsight]], meaning Snipers can always fire at long ranges and Scouts can with the help of a Marksman Scope. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-20 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Strike Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&amp;lt;br /&amp;gt;Scouts&lt;br /&gt;
| -0.6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
|Can be steadied&amp;lt;br&amp;gt;+5 penetration&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Strike Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&amp;lt;br /&amp;gt;Scouts&lt;br /&gt;
| -0.6&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)&lt;br /&gt;
|40%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
|Can be steadied&amp;lt;br&amp;gt;+5 penetration&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]&lt;br /&gt;
|18&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Strike Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&amp;lt;br /&amp;gt;Scouts&lt;br /&gt;
| -1.3&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
|Can be steadied&amp;lt;br&amp;gt;+10 penetration&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]&lt;br /&gt;
|45&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Strike Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&amp;lt;br /&amp;gt;Scouts&lt;br /&gt;
| -0.6&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)&lt;br /&gt;
|50%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
|Can be steadied&amp;lt;br&amp;gt;+10 penetration&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]&lt;br /&gt;
|67&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Strike Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&amp;lt;br /&amp;gt;Scouts&lt;br /&gt;
| -0.6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
| +2 damage and +20 pen vs preoccupied targets&amp;lt;br&amp;gt;Can be steadied&amp;lt;br&amp;gt;+5 penetration&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Precision Plasma Weapons]]&lt;br /&gt;
|132&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|76&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are only available to Snipers. Regular shots that operate at [[Abilities List (LWR)#Squadsight|Squadsight]] ranges and have lower Squadsight penalties (2 aim per tile instead of 5).  Note that reaction shots do not fire at Squadsight ranges. Sniper Rifles require 2 AP to fire, and thus cannot be used after moving or performing any other costly action. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-20 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&lt;br /&gt;
| -1.3&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
|Reduces squadsight penalty to -2 aim/tile&amp;lt;br&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+10 penetration&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Sniper Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&lt;br /&gt;
| -1.3&lt;br /&gt;
| +20&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
|40%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
|Reduces squadsight penalty to -2 aim/tile&amp;lt;br&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+10 penetration&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]&lt;br /&gt;
|18&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Long Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&lt;br /&gt;
| -2.0&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
|Reduces squadsight penalty to -2 aim/tile&amp;lt;br&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+10 penetration&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]&lt;br /&gt;
|45&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Sniper Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&lt;br /&gt;
| -1.3&lt;br /&gt;
| +25&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)&lt;br /&gt;
|50%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
|Reduces squadsight penalty to -2 aim/tile&amp;lt;br&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+10 penetration&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Sniper Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&lt;br /&gt;
| -1.3&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
| +2 dmg and +20 pen on reaction/steady shots and targets not protected by cover&amp;lt;br&amp;gt;Reduces squadsight penalty to -2 aim/tile&amp;lt;br&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+10 penetration&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Precision Plasma Weapons]]&lt;br /&gt;
|135&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|78&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MEC Weapons===&lt;br /&gt;
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don&#039;t have much crit chance, but deal heavy damage tied with SHIV autocannons. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Minigun Long War.png|128px|Minigun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Minigun&#039;&#039;&#039;&lt;br /&gt;
|MECs&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Lance Long War.png|128px|Laser Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Lance&#039;&#039;&#039;&lt;br /&gt;
|MECs&lt;br /&gt;
|&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|20&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Railgun Long War.png|128px|Gauss Railgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Railgun&#039;&#039;&#039;&lt;br /&gt;
|MECs&lt;br /&gt;
| -0.6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|45&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Lance&#039;&#039;&#039;&lt;br /&gt;
|MECs&lt;br /&gt;
|&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
|30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|Plasma Particle Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Particle Cannon&#039;&#039;&#039;&lt;br /&gt;
|MECs&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&amp;lt;br /&amp;gt;+8 damage to mechanical targets&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|135&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|900&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|82&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Autocannons===&lt;br /&gt;
Autocannons are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal heavy damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different SHIV configurations. Their base ammo capacity is 2, and their base damage is 200%. Autocannons gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autocannon Long War.png|128px|Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Autocannon&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Autocannon&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
||[[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
|20&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Sentry Gun&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
| -0.6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
||[[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
|40&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Autocannon&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
|30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
||[[Research (LWR)#Offensive Tech|Pulse Lasers]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Autocannon&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)&lt;br /&gt;
|15%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
||[[Research (LWR)#Offensive Tech|Vehicular Plasma Weapons]]&lt;br /&gt;
|130&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|82&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Vulcan Cannons===&lt;br /&gt;
Vulcan Cannons are heavier Autocannons also only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal the heaviest damage, but suffer from long range aim penalties and heavier weight. Their base ammo capacity is 2, and their base damage is 250%. Vulcan Cannons gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autocannon Long War.png|128px|Vulcan Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Vulcan Cannon&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
| -0.6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Laser Long War.png|128px|Laser Vulcan]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Vulcan&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
| -0.6&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
||[[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
|20&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|Gauss Vulcan]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Vulcan&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
| -1.3&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|15&amp;lt;br&amp;gt;(13-17)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
||[[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
|40&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|Pulse Vulcan]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Vulcan&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
| -0.6&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|15&amp;lt;br&amp;gt;(13-17)&lt;br /&gt;
|30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
||[[Research (LWR)#Offensive Tech|Pulse Lasers]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|Plasma Vulcan]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Vulcan&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
| +0.6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|20&amp;lt;br&amp;gt;(17-23)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
||[[Research (LWR)#Offensive Tech|Vehicular Plasma Weapons]]&lt;br /&gt;
|130&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|82&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc Primary Weapons ===&lt;br /&gt;
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage and penetration against mechanical units. The Stun Rifle is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 100/92/80% chances respectively. The Elerium Batteries foundry project improves this further. In addition, failed stuns on aliens at or below 4 HP will [[Other Abilities (LWR)#Maim|Maim]]. The Elerium Batteries foundry project also grants an extra ammo to both weapons. Arc Rifles lose aim for being in close proximity (-20 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Charges&amp;quot;|Charges &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
|&lt;br /&gt;
| +15 vs mech&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|2 (1-3) vs bio&amp;lt;br&amp;gt;7&amp;amp;nbsp;(6-8) vs mech&lt;br /&gt;
|title=&amp;quot;Amount of charges&amp;amp;#10;(Amount with the Elerium Batteries foundry project)&amp;quot;|2&amp;lt;br&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Has &#039;&#039;&#039;[[Other_Abilities_(LWR)#Overload|Overload]]&#039;&#039;&#039;&amp;lt;br&amp;gt;+80 Penetration vs mech&amp;lt;br&amp;gt;Cannot critically hit&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Main Tech|Alien Circuitry]]&lt;br /&gt;
|10&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Stun Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners, Rocketeers&lt;br /&gt;
| -2.0&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Elerium Batteries foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|4&lt;br /&gt;
|[[Other_Abilities_(LWR)#Stun|&#039;&#039;&#039;Stuns&#039;&#039;&#039;]] autopsied biologic aliens&amp;lt;br/&amp;gt;-1 small equipment slot&lt;br /&gt;
|[[Research (LWR)#Main Tech|Xenobiology]]&lt;br /&gt;
|10&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for Ballistic, Gauss and Plasma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units that cannot use secondary weapons&#039;&#039;&#039;: Privates, Gunners, and SHIVs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units that cannot use sidearms and have unique secondary weapons&#039;&#039;&#039;: Rocketeers and MECs&lt;br /&gt;
&lt;br /&gt;
All sidearms grant the &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
===Pistols=== &lt;br /&gt;
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). [[Abilities List (LWR)#Ranger|Ranger]] eliminates the far range penalty.&lt;br /&gt;
&lt;br /&gt;
There are no basic Pistol equivalents for the Gauss tier.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pistol Long War.png|128px|Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pistol&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Gunners, Rocketeers&lt;br /&gt;
|Weightless&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Gunners, Rocketeers&lt;br /&gt;
|Weightless&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)&lt;br /&gt;
|40%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Blaster Long War.png|128px|Pulse Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Pistol&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Gunners, Rocketeers&lt;br /&gt;
|Weightless&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br /&amp;gt;(3-5)&lt;br /&gt;
|80%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]&lt;br /&gt;
|60&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|24&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Gunners, Rocketeers&lt;br /&gt;
|Weightless&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
| +2 damage vs biologic units&amp;lt;br&amp;gt;Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Compact Plasma Weapons]]&lt;br /&gt;
|120&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|60&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Autopistols=== &lt;br /&gt;
Autopistols grant increased base damage during critical hits in exchange for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). [[Abilities List (LWR)#Ranger|Ranger]] eliminates the far range penalty.&lt;br /&gt;
&lt;br /&gt;
There are no Autopistol equivalents for either Laser tier.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Machine Autopistol&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Gunners, Rocketeers&lt;br /&gt;
| -0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)&lt;br /&gt;
|15%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +70% crit damage&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Autopistol&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Gunners, Rocketeers&lt;br /&gt;
| -0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br /&amp;gt;(3-5)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +70% crit damage&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Autopistol&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Gunners, Rocketeers&lt;br /&gt;
| -0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)&lt;br /&gt;
|15%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +100% crit damage&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Compact Plasma Weapons]]&lt;br /&gt;
|120&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|60&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc Pistol===&lt;br /&gt;
The Arc Pistol is similar to its Arc Rifle counterpart, dealing less damage but with the properties of a pistol, making it effective at close ranges instead of long ranges. Arc Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). [[Abilities List (LWR)#Ranger|Ranger]] eliminates the far range penalty.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Charges&amp;quot;|Charges &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heater Long War.png|128px|Arc Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Arc Pistol&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Gunners, Rocketeers&lt;br /&gt;
| -0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|1 vs bio&amp;lt;br&amp;gt; 5 (4-6) vs mech&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Elerium Batteries foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Has &#039;&#039;&#039;[[Other_Abilities_(LWR)#Overload|Overload]]&#039;&#039;&#039;&amp;lt;br&amp;gt;+50 Penetration vs mech&amp;lt;br&amp;gt;Cannot Critically Hit&amp;lt;br&amp;gt;Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&lt;br /&gt;
|[[Research (LWR)#Main Tech|Alien Circuitry]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sawed-off Shotgun===&lt;br /&gt;
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon. It is useful for soldiers that need a powerful and accurate close-range weapon to defend themselves in a pinch, but won&#039;t fare as well in prolonged firefights at range. It receives a +3 damage upgrade with the Foundry project &#039;&#039;Quenchguns&#039;&#039;, bringing it up to Gauss-tier damage. It has 1 ammo, and deals 150% damage. Sawed-off Shotguns gain aim for being in close proximity (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10, and additional -5 aim per tile further than 10 for being a sidearm). [[Abilities List (LWR)#Ranger|Ranger]] eliminates the sidearm far range penalty.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners, Rocketeers&lt;br /&gt;
| -0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6 (5-7)&amp;lt;br&amp;gt;Upgrades to 9 (8-10)&lt;br /&gt;
|1&lt;br /&gt;
|18&lt;br /&gt;
&lt;br /&gt;
|[[Abilities List (LWR)#Hardened|&#039;&#039;&#039;Hardened&#039;&#039;&#039;]] grants 50% DR vs this weapon&amp;lt;br&amp;gt;Hits count as 3 [[Other Abilities (LWR)#Instance of Damage|instances of damage]]&lt;br /&gt;
|3&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|8&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Loadout (LWR)]]&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Start_Bonuses_(LWR)&amp;diff=125806</id>
		<title>Start Bonuses (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Start_Bonuses_(LWR)&amp;diff=125806"/>
		<updated>2026-01-02T14:43:31Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
At the start of a campaign you choose a starting location for XCOM HQ, and with it, a start bonus. All countries offer a different amount of starting Credits, as well as a variety of start bonuses to choose from.&lt;br /&gt;
&lt;br /&gt;
== Table of Start Bonuses ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;padding: 6px;&amp;quot; | &#039;&#039;&#039;Country Starting Bonuses&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | Continent !! style=&amp;quot;padding: 4px;&amp;quot; | Country !! style=&amp;quot;padding: 4px;&amp;quot; | Starting Credits !! style=&amp;quot;padding: 4px;&amp;quot; | Bonus !! style=&amp;quot;padding: 4px;&amp;quot; | Description &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;background-color: #eaecf0; min-width:84px;&amp;quot; | &#039;&#039;&#039;Africa&#039;&#039;&#039; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;min-width:80px;&amp;quot; | [[File:Flag of Egypt.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Egypt&#039;&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;min-width:80px;&amp;quot; | §2000&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Desert Storm&#039;&#039;&#039;&#039;&#039; || AP grenades gain +10 [[Other_Abilities_(LWR)#Penetration|penetration]] and apply twice as much [[Other_Abilities_(LWR)#Shred|shred]]. Equipped AP grenades receive an additional 2 uses.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;For the Sake of Glory&#039;&#039;&#039;&#039;&#039;|| All [[Injury_and_Fatigue_(LWR)|injury and fatigue]] times are reduced by 40%. Soldiers are three times as likely to receive a [[Abilities List (LWR)#Positive Quirks|quirk]] (both positive and negative) after a mission.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan = &amp;quot;3&amp;quot; | [[File:Flag of Nigeria.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Nigeria&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §2000&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Advanced Conversion&#039;&#039;&#039;&#039;&#039; || All [[MEC_Trooper_(LWR)|MECs]] start with +2 base [[Attributes_(LWR)#Mobility|mobility]], +10 base [[Attributes_(LWR)#Hit_Points|HP]], +20 base [[Attributes_(LWR)#Aim|aim]], +40 base [[Attributes_(LWR)#Will|will]], and +5 base [[Other_Abilities_(LWR)#Base DR|DR]].&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Bred Tough&#039;&#039;&#039;&#039;&#039; || All soldiers start with +1 base [[Attributes_(LWR)#Hit_Points|HP]] and +10 base [[Other_Abilities_(LWR)#Base DR|DR]].&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Pax Nigeriana&#039;&#039;&#039;&#039;&#039; || All [[Soldiers_(LWR)|biosoldiers]] start with +1.3 base [[Attributes_(LWR)#Mobility|mobility]].&lt;br /&gt;
|- &lt;br /&gt;
| rowspan = &amp;quot;2&amp;quot; | [[File:Flag of South Africa.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;South Africa&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;2&amp;quot; | §2000 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Resourceful&#039;&#039;&#039;&#039;&#039; || Additional salvage teams from UFOs will recover 250% of the alloys, elerium, and weapon fragments at UFO sites without additional cost. Start with [[Engineering (LWR)#Material Recovery|Advanced Scavenging]].&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Survival Training&#039;&#039;&#039;&#039;&#039; || All [[Soldiers_(LWR)|biosoldiers]] start with +4 base [[Attributes_(LWR)#Hit_Points|HP]].&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;Asia&#039;&#039;&#039; &lt;br /&gt;
| rowspan = &amp;quot;4&amp;quot; | [[File:Flag of Australia.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Australia&#039;&#039;&#039; &lt;br /&gt;
| rowspan = &amp;quot;4&amp;quot; | §800 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Endless Barrage&#039;&#039;&#039;&#039;&#039; || Gunner [[Other_Abilities_(LWR)#Suppressive_Fire|suppressive fire]] deals +1 damage and they gain +5 ammo. Rocketeers gain +35 [[Other_Abilities_(LWR)#Penetration|penetration]] on rockets and +2 rockets. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Outback Rocketeers&#039;&#039;&#039;&#039;&#039; || Rockets cost 0 AP to fire. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Per Ardua Ad Astra&#039;&#039;&#039;&#039;&#039; || All [[Soldiers_(LWR)|biosoldiers]] start with +1 base [[Attributes_(LWR)#Hit_Points|HP]], +5 base [[Attributes_(LWR)#Aim|aim]], and +5 base [[Attributes_(LWR)#Will|will]]. Soldiers acquired later in the campaign gain double the  [[Attributes (LWR)#New Recruits|bonus attributes for each month passed]].&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Robotics&#039;&#039;&#039;&#039;&#039; || All [[MEC_Trooper_(LWR)|MECs]] and [[S.H.I.V._(LWR)|SHIVs]] start with +25 base [[Attributes_(LWR)#Aim|aim]].&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;4&amp;quot; | [[File:Flag of China.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;China&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | §800 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Assembly Line&#039;&#039;&#039;&#039;&#039; || Start with two Workshops (1st floor, both to the right of the Elevator) and 5 extra engineers in your home base. Removes the maintenance cost of Workshops.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Deus Ex&#039;&#039;&#039;&#039;&#039; || Acquiring any [[Gene_Mods_(LWR)|genetic modification]] grants both gene mods for that body part. Genetically modifying soldiers occurs twice as fast and costs half as much.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Red Army Repairs&#039;&#039;&#039;&#039;&#039; || Engineer [[Engineer (LWR)#Abilities|Repair]] heals 10 more HP and has 3 more uses. Engineers adjacent to [[S.H.I.V._(LWR)|SHIVs]] heal them for 50% of the damage taken (from 25%). The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Xeno Market&#039;&#039;&#039;&#039;&#039; || Credits from [[Situation_Room_(LWR)#Grey Market|selling]] alien corpses, wrecks, and captives increased by 7x.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;3&amp;quot; | [[File:Flag of India.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;India&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §800 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Demolition Doctrine&#039;&#039;&#039;&#039;&#039; || Grants +2 damage and +20 [[Other_Abilities_(LWR)#Penetration|penetration]] to all explosives.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jai Jawan&#039;&#039;&#039;&#039;&#039; || Increase aircraft fire rate by 30%.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jai Vidwan&#039;&#039;&#039;&#039;&#039; || Research speed is increased by 20%. Gain double scientists from all abductions.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;6&amp;quot; | [[File:Flag of Japan.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Japan&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;6&amp;quot; | §800 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Bushido Training&#039;&#039;&#039;&#039;&#039; || All [[Soldiers_(LWR)|biosoldiers]] gain +10 defense and a 2% chance to [[Other Abilities (LWR)#Enrage|enrage]] each turn they start with an enemy in sight.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ghost in the Machine&#039;&#039;&#039;&#039;&#039; || All [[S.H.I.V._(LWR)|SHIVs]] start with +40 [[Attributes_(LWR)#Aim|aim]].&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Global Networking&#039;&#039;&#039;&#039;&#039; || [[Situation_Room_(LWR)#Covert Operations|Intel Scans]] cost 20 credits (from 200), [[Situation_Room_(LWR)#Grey Market|Grey Market]] sell prices are doubled, and countries are twice as likely to aid in tactical missions with [[Other_Abilities_(LWR)#Air_Strikes|air strikes]]. Grants an additional unit to aid in Exalt Covert Op Data Recovery and Extraction missions. Start with [[Engineering (LWR)#Base Upgrades|Grey Market]].&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Kiryu-Kai Commanders&#039;&#039;&#039;&#039;&#039; || Start with 2 additional soldiers: Japanese Master Sergeants of a random class.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Kiryu-Kai Revival&#039;&#039;&#039;&#039;&#039; || XCOM revives the old Kiryu-Kai base and starts with: [[Research (LWR)#UFO Analysis|UFO Analysis: Medium UFOs]] researched, [[Research (LWR)#Offensive Tech|Beam Lasers]] researched, 5 Laser Rifles, the Officer Training School built (1st floor, 3rd room) with [[Experience (LWR)#Officer Training School XP|XTP 1]] and [[Officers (LWR)#Officer Ranks|Lieutenants]] unlocked.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ring of Fire&#039;&#039;&#039;&#039;&#039; || Thermogenerators produce 5 credits each day instead of having an upkeep cost. Start with 6 steam vents at the bottom of the 2nd and 5th building columns in the base (instead of 1 steam vent on the middle of the 4th floor). &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;Europe&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of France.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;France&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §700  &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Foreign Legion&#039;&#039;&#039;&#039;&#039; || Start with 18 additional soldiers. Reduces soldier [[Management_(LWR)#Salaries|salary costs]] by 58%. Active and fatigued soldiers gain XP each day equal to the number of months passed.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Legionnaire Precision&#039;&#039;&#039;&#039;&#039; || Snipers and Scouts gain +10 [[Other_Abilities_(LWR)#Penetration|penetration]], +30 [[Attributes_(LWR)#Aim|aim]], and +30 crit. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Quai d&#039;Orsay&#039;&#039;&#039;&#039;&#039; || Country [[The_Council_(LWR)#Requests_and_Country_Defense|item requests]] occur 50% faster, fulfilled requests provide 50% more [[The_Council_(LWR)#Requests and Country Defense|country defense]], and [[Situation_Room_(LWR)#Covert_Operations|intel scans]] cost 50% less. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan =&amp;quot;6&amp;quot; | [[File:Flag of Germany.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Germany&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;6&amp;quot; | §700 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Baumeister&#039;&#039;&#039;&#039;&#039; || Start with all Elevators built and 2 Elerium Generators built on the 4th floor (right side near the Elevator). Elerium Generators have no upkeep cost. Facility construction and MEC augmentation time is reduced by 75%.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Militarization&#039;&#039;&#039;&#039;&#039; || Twice the [[Officers_(LWR)|officer]] billets are unlocked from all OTS upgrades. Officers have double the number of command charges. Grants an additional unit to aid in UFO Site missions.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;NeoPanzers&#039;&#039;&#039;&#039;&#039; || All [[MEC_Trooper_(LWR)|MECs]] and [[S.H.I.V._(LWR)|SHIVs]] start with +4.0 base [[Attributes_(LWR)#Mobility|mobility]]. 50% reduction in cash, alloy and elerium required for [[MEC_Trooper_(LWR)|MECs]], [[S.H.I.V._(LWR)|SHIVs]], and their primary weapons.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Skunkworks&#039;&#039;&#039;&#039;&#039; || Item production time is reduced by 70%. Start with all Elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor. Start with 10 extra engineers in your home base.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Stormtroopers&#039;&#039;&#039;&#039;&#039; || Grants +35% base damage to all shots made within 4 tiles.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Waffenmeister&#039;&#039;&#039;&#039;&#039; || Grants +15 [[Other_Abilities_(LWR)#Penetration|penetration]] to all shots.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of Russia.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Russia&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §700 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Roscosmos&#039;&#039;&#039;&#039;&#039; || Start with +2 Satellite Uplink capacity and all satellites cost 50% less to build.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Soviet Zeal&#039;&#039;&#039;&#039;&#039; || Soldiers gain 35% more [[Experience_(LWR)#Mission XP|mission XP]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Uralvagonzavod&#039;&#039;&#039;&#039;&#039; || Basic/Alloy/Hover [[S.H.I.V._(LWR)|SHIVs]] gain +6/9/12 damage, respectively. All [[S.H.I.V._(LWR)|SHIVs]] gain +15 base [[Other_Abilities_(LWR)#Base DR|DR]].&lt;br /&gt;
|-&lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | [[File:Flag of UK.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;United Kingdom&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | §700 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;MI6&#039;&#039;&#039;&#039;&#039; || All biosoldier [[Armor_(LWR)#Light Armor|light armors]] grant +15 defense while at full HP. Leather Jackets on non-Spec Ops grant [[Abilities List (LWR)#Fast and Furious|Fast and Furious]].&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Sandhurst&#039;&#039;&#039;&#039;&#039; || Reduce mission fatigue and missions required to unlock [[Barracks_(LWR)#Officer Training School|Officer Training School]] projects both by 25%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Special Air Service&#039;&#039;&#039;&#039;&#039; || All [[Soldiers_(LWR)|biosoldiers]] start with +10 base [[Attributes_(LWR)#Aim|aim]].  &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Their Finest Hour&#039;&#039;&#039;&#039;&#039; || Start with 2 extra interceptors. All aircraft gain 5 dodge and damaged planes have no speed or aim malus. Hiring [[Air Combat (LWR)#Damaged Aircraft|Repair Crews]] for damaged aircraft is twice as effective.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;North America&#039;&#039;&#039; &lt;br /&gt;
|rowspan =&amp;quot;6&amp;quot; | [[File:Flag of Canada.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Canada&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;6&amp;quot; | §1000 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Advanced Preparations&#039;&#039;&#039;&#039;&#039; || Start with 8 additional soldiers, all Elevators, a Workshop (1st floor, right of Elevator), a Laboratory (3rd floor, right of Elevator), and a Fission Generator (1st floor, far right) built. Start with 5 extra scientists and engineers in your home base.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Cadre&#039;&#039;&#039;&#039;&#039; || Five of the initial PFCs start at the Lance Corporal rank and gain [[Abilities List (LWR)#Perseverance|Perseverance]]. Active and fatigued soldiers gain XP each day equal to 2x the number of months passed.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;First Responders&#039;&#039;&#039;&#039;&#039; || Medics start with 4 extra Medikits and can heal with Medikits for 0 AP. Medikits heal 4 more HP and have no cooldown. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Prepared for Hell&#039;&#039;&#039;&#039;&#039; || All XCOM units gain 20% more armor HP from their armor. Medics start with 2 extra Medikits. Engineer [[Engineer (LWR)#Abilities|Repair]] has 2 more uses. XCOM is immune to [[Other_Abilities_(LWR)#Healing_Fatigue|heal fatigue]]. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Research Focus&#039;&#039;&#039;&#039;&#039; || Start with two Laboratories (1st floor, both to the right of the Elevator). Removes the maintenance cost of Laboratories. Start with 5 extra scientists.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;True North&#039;&#039;&#039;&#039;&#039; || No regional bonus. A clean slate for those who need none.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of Mexico.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mexico&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §1000 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ancient Artifacts&#039;&#039;&#039;&#039;&#039; || Start the campaign with 500 meld, an [[Equipment (LWR)#Scopes|Illuminator Scope]], [[Equipment (LWR)#Non-Weapon Passive Equipment|Cognitive Enhancer]], and [[Equipment (LWR)#Non-Weapon Passive Equipment|Neuroregulator]]. Also start with a Blaster Launcher and Fusion Lance that can only be used after unlocking [[Research (LWR)#Offensive Tech|Fusion Weapons]].&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Legacy of Uxmal&#039;&#039;&#039;&#039;&#039; || Alien Level decreases by 0.6% for every [[Psionic_(LWR)#Psi-abilities|psionic rank]] your soldiers acquire (max 30% reduction). Soldiers psionically train 3x as fast.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Wealthy Benefactor&#039;&#039;&#039;&#039;&#039; || Start with 800 bonus Credits. All soldier [[Management_(LWR)#Salaries|salaries]] are covered by the Benefactor. [[Situation_Room_(LWR)#Council Loans|Council loans]] are 3x as large and have 10% the surcharge.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan =&amp;quot;7&amp;quot; | [[File:Flag of USA.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;United States&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;7&amp;quot; | §1000 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;All Gas, No Brakes&#039;&#039;&#039;&#039;&#039; || [[Abilities_List_(LWR)#Ram|RAM]] deals triple damage and activates after 3 tiles (instead of 6). The initial 2 soldiers from your starting country will start at SPEC rank and have the Tactical(Infantry/Assault) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Bring the Heat&#039;&#039;&#039;&#039;&#039; || All XCOM units gain +4% [[Other_Abilities_(LWR)#Base DR|DR]] for each [[Abilities_List_(LWR)#Squadsight|alien in sight]].&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Cheyenne Mountain&#039;&#039;&#039;&#039;&#039; || Start with +1 Satellite Uplink capacity and all Elevators built. Excavation costs are reduced by 70%.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Daredevils&#039;&#039;&#039;&#039;&#039; || Start with 2 extra interceptors. Pilots gain +25 crit. [[Combat Patrols (LWR)|Combat Patrols]] are twice as effective, cause 50% less damage to the aircraft, and have their incremental cost reduced by 50%.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Eagle Surveillance&#039;&#039;&#039;&#039;&#039; || Snipers gain +10 [[Attributes_(LWR)#Aim|aim]]. Scouts start with 3 additional battle scanners. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Special Warfare School&#039;&#039;&#039;&#039;&#039; || All [[Barracks_(LWR)#Officer Training School|Officer Training School]] projects cost 80% less. Start with [[Engineering (LWR)#General Equipment Upgrades|Tactical Rigging]], [[Engineering (LWR)#General Weapon Upgrades|Ammo Conservation]], [[Engineering (LWR)#Pistol Upgrades|High-Capacity Pistols]], [[Engineering (LWR)#Pistol Upgrades|Rail Pistols]], and [[Engineering (LWR)#Pistol Upgrades|Reflex Pistols]] (foundry must be built to benefit).&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&#039;&#039; || Reduces time required for [[Research_(LWR)#Alien Autopsies|autopsies and interrogations]] by 50%. Start with [[Engineering (LWR)#General Equipment Upgrades|Elerium Batteries]].&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;South America&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of Argentina (bordered).png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Argentina&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §2500&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Endless Magazines&#039;&#039;&#039;&#039;&#039; || Infantry and Assaults have a 25% chance for any shot to cost 0 AP and gain +4 ammo on primary weapons and +2 ammo on pistols. The initial 2 soldiers from your starting country will start at SPEC rank and have the Tactical(Infantry/Assault) supraclass.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Public Heroes&#039;&#039;&#039;&#039;&#039; || Gain double credit, scientist, and engineer rewards from [[Missions_(LWR)#Abductions|abductions]]. Grants an additional unit to aid in abductions.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Vigilis&#039;&#039;&#039;&#039;&#039; || All [[Soldiers_(LWR)|biosoldiers]] start with +16 base [[Attributes_(LWR)#Will|will]].&lt;br /&gt;
|-  &lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | [[File:Flag of Brazil.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Brazil&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | §2500 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Amazonian Strength&#039;&#039;&#039;&#039;&#039; || Increases throw range of all soldiers by 50%.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Born to Fly&#039;&#039;&#039;&#039;&#039; || Pilots gain +25 [[Air_Combat_(LWR)#Damage_Calculations|crit]] and 2.5 aim per kill (from 0.5).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jungle Scouts&#039;&#039;&#039;&#039;&#039; || All [[Soldiers_(LWR)|biosoldiers]] start with +0.6 base [[Attributes_(LWR)#Mobility|mobility]] and their [[Injury_and_Fatigue_(LWR)#Injury|injury times]] are reduced by 80%. Start with [[Engineering (LWR)#General Equipment Upgrades|Tactical Rigging]] (foundry must be built to benefit).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ready for War&#039;&#039;&#039;&#039;&#039; || Start with 50 alloys, 50 elerium, and 1 fusion core. [[Research (LWR)#Research credits|Research credits]] provide an additional 30% bonus research (reducing research time by 50% instead of 20%).&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Country_Panic_(LWR)&amp;diff=125687</id>
		<title>Country Panic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Country_Panic_(LWR)&amp;diff=125687"/>
		<updated>2025-12-26T21:36:52Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
Each country has a panic value (represented by five bars, each bar equal to 20 panic). This panic value indicates how unstable each country is. Having high panic makes it easier for the aliens to mount denser abduction missions and makes it more likely for the country to leave the Council at the end of each month.&lt;br /&gt;
&lt;br /&gt;
Some events will increase panic in a country, some will increase panic across a continent, and a few will increase panic worldwide. These effects all stack. For example: if an event caused 1 panic in a country, 1 panic across a continent that contained that country, and 1 panic worldwide; the country would actually gain 3 panic total, other countries in the continent would gain 2 panic total, and the remaining countries in the world would gain 1 panic.&lt;br /&gt;
&lt;br /&gt;
To stop panic from snowballing out of control, panic is reduced at the beginning of each month based on how many countries have defected. The (lame) explanation of this is that the aliens get lax when they&#039;ve taken over more countries.&lt;br /&gt;
&lt;br /&gt;
==Increasing Country Panic==&lt;br /&gt;
&lt;br /&gt;
All increases in panic are increased by 10% per month passed (and are modified by Campaign Length).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Country Defense&#039;&#039;&#039; has an &#039;&#039;x&#039;&#039;% chance to reduce any increases in panic by half, where &#039;&#039;x&#039;&#039; is half of the country defense. &lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;&#039;Home Country&#039;&#039;&#039; reduces any increase in panic by 5% for each country in the XCOM project.  &lt;br /&gt;
&lt;br /&gt;
Note that both of the aforementioned reductions in panic truncate the results; so 1 panic will be reduced to 0 if either (or both) effects trigger.&lt;br /&gt;
&lt;br /&gt;
Airborne:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;All UFOs&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; +2 in country&amp;lt;br&amp;gt;Chance reduced by any damage taken, down to 0 at 50% damage&lt;br /&gt;
| style=&amp;quot;width:33%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Crashed or Landed UFO Escapes&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; +4 in country&lt;br /&gt;
| style=&amp;quot;width:33%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Bomb Missions&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; +10 in country&amp;lt;br&amp;gt;Reduced by any damage taken, down to 0 at 50% damage&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Failed Missions:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:16%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Abduction Failure&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;+14 in country&amp;lt;br&amp;gt;[+4 if country panic was 21-40]&amp;lt;br&amp;gt;[+8 if country panic was 0-20]&amp;lt;br&amp;gt;+4 across continent&lt;br /&gt;
| style=&amp;quot;width:16%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Terror Site Failure&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; Country suffering from the terror mission leaves immediately&lt;br /&gt;
| style=&amp;quot;width:16%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Council Mission Failure&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; +15 in country&amp;lt;br&amp;gt;+5 across continent&lt;br /&gt;
| style=&amp;quot;width:16%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Unstopped Research or Harvest Mission&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; +1 in country per month passed&lt;br /&gt;
| style=&amp;quot;width:16%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Covert Operation or Data Recovery Failure&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; +4 in country&lt;br /&gt;
| style=&amp;quot;width:16%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Exalt Base Raid Failure&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; Propaganda in random country&amp;lt;br&amp;gt;Exalt Base Country leaves&amp;lt;br&amp;gt;+80 across continent if country left&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:16%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Every 3 hours an abduction/landed UFO is active&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; 25% chance of +4 in country&lt;br /&gt;
| style=&amp;quot;width:16%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Terror Site Finished&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; +30 in country&amp;lt;br&amp;gt;+8 across continent&lt;br /&gt;
| style=&amp;quot;width:16%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Landed UFO Survives&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; +1 in country per month passed&lt;br /&gt;
| style=&amp;quot;width:16%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Losing a Satellite&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; +16 in country&amp;lt;br&amp;gt;+12 across continent&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:16%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Exalt Propaganda&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; +40 in country&lt;br /&gt;
| style=&amp;quot;width:16%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Exalt False Accusation&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; Country of Exalt Base leaves immediately&amp;lt;br&amp;gt;+80 across continent if country already left Council&lt;br /&gt;
| style=&amp;quot;width:16%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Start of Each Month&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; +1 in world per month passed and &amp;lt;br&amp;gt;-1 in world per defected country&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Decreasing Country Panic==&lt;br /&gt;
&lt;br /&gt;
Airborne:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Shooting down a UFO&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; -2 in country&lt;br /&gt;
| style=&amp;quot;width:50%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Combat Patrol&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; [[Combat_Patrols_(LWR)|&#039;&#039;&#039;variable amount&#039;&#039;&#039;]] across continent&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;** Note: Combat Patrols are one of XCOM&#039;s most effective methods for managing panic **&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Satellites:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Launching a satellite&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; -3 in country&lt;br /&gt;
| style=&amp;quot;width:50%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Start of month satellite coverage&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; 50% chance of -4 in country if panic is 80-100&amp;lt;br&amp;gt;10% chance of -2 in country if panic is 50-79&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mission Completions:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center; background-color: #fff&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:25%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Thwarting an abduction&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; -4 in country&amp;lt;br&amp;gt;-2 across continent&lt;br /&gt;
| style=&amp;quot;width:25%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Terror Site&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; -2 in country per civilian saved&amp;lt;br&amp;gt;-0.6 across continent per civilian saved&lt;br /&gt;
| style=&amp;quot;width:25%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Council mission/request reward&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; Variable&lt;br /&gt;
| style=&amp;quot;width:25%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Raiding a UFO&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; -2 in country&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:25%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Completing a covert operation&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; -4 in country&lt;br /&gt;
| style=&amp;quot;width:25%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Raiding Exalt Base&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; -10 worldwide&lt;br /&gt;
| style=&amp;quot;width:25%; padding:15px; vertical-align: top;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Raiding an Alien Base&#039;&#039;&#039;&#039;&#039; &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; -20 in country&amp;lt;br&amp;gt;-10 across continent&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Country Defection==&lt;br /&gt;
&lt;br /&gt;
At the end of each day, a country may leave the Council if their panic is in the last bar (80 or higher panic with a red color). Note that aliens can run an [[Alien_Missions_(LWR)#Infiltrate|infiltration mission]] to cause a country to leave immediately regardless of panic.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defection Chance&#039;&#039;&#039;: 0.25% for each panic above 79&lt;br /&gt;
&lt;br /&gt;
Any country with 100 panic at the end of the day automatically defects.&lt;br /&gt;
&lt;br /&gt;
If a country has a satellite the chance to defect is reduced by half. If a country does not have a satellite but the continent does, the chance to defect is reduced by a quarter.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 A country with 80 panic and with a satellite will have a 0.125% chance to leave each day for an ~4% chance to leave over a period of 30 days&lt;br /&gt;
 A country with 90 panic and no satellite will have a 2.75% chance to leave each day for an ~57% chance to leave over a period of 30 days&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Start_Bonuses_(LWR)&amp;diff=125676</id>
		<title>Start Bonuses (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Start_Bonuses_(LWR)&amp;diff=125676"/>
		<updated>2025-12-26T17:01:34Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
At the start of a campaign you choose a starting location for XCOM HQ, and with it, a start bonus. All countries offer a different amount of starting Credits, as well as a variety of start bonuses to choose from.&lt;br /&gt;
&lt;br /&gt;
== Table of Start Bonuses ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;padding: 6px;&amp;quot; | &#039;&#039;&#039;Country Starting Bonuses&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | Continent !! style=&amp;quot;padding: 4px;&amp;quot; | Country !! style=&amp;quot;padding: 4px;&amp;quot; | Starting Credits !! style=&amp;quot;padding: 4px;&amp;quot; | Bonus !! style=&amp;quot;padding: 4px;&amp;quot; | Description &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;background-color: #eaecf0; min-width:84px;&amp;quot; | &#039;&#039;&#039;Africa&#039;&#039;&#039; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;min-width:80px;&amp;quot; | [[File:Flag of Egypt.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Egypt&#039;&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;min-width:80px;&amp;quot; | §2000&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Desert Storm&#039;&#039;&#039;&#039;&#039; || AP grenades gain +10 penetration and apply twice as much shred. Equipped AP grenades receive an additional 2 uses.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;For the Sake of Glory&#039;&#039;&#039;&#039;&#039;|| All injury and fatigue times are reduced by 40%. Soldiers are three times as likely to receive a [[Abilities List (LWR)#Positive Quirks|quirk]] (both positive and negative) after a mission.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan = &amp;quot;3&amp;quot; | [[File:Flag of Nigeria.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Nigeria&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §2000&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Advanced Conversion&#039;&#039;&#039;&#039;&#039; || All MECs start with +2 base mobility, +10 base HP, +30 base aim, +30 base will, and +10 base DR.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Bred Tough&#039;&#039;&#039;&#039;&#039; || All soldiers start with +1 base HP and +10 base DR.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Pax Nigeriana&#039;&#039;&#039;&#039;&#039; || All biosoldiers start with +1.3 base mobility.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan = &amp;quot;2&amp;quot; | [[File:Flag of South Africa.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;South Africa&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;2&amp;quot; | §2000 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Resourceful&#039;&#039;&#039;&#039;&#039; || Additional salvage teams from UFOs will recover 250% of the alloys, elerium, and weapon fragments at UFO sites without additional cost. Start with [[Engineering (LWR)#Material Recovery|Advanced Scavenging]].&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Survival Training&#039;&#039;&#039;&#039;&#039; || All biosoldiers start with +4 base HP.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;Asia&#039;&#039;&#039; &lt;br /&gt;
| rowspan = &amp;quot;4&amp;quot; | [[File:Flag of Australia.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Australia&#039;&#039;&#039; &lt;br /&gt;
| rowspan = &amp;quot;4&amp;quot; | §800 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Endless Barrage&#039;&#039;&#039;&#039;&#039; || Gunner suppressive fire deals +1 damage and they gain +5 ammo. Rocketeers gain +35 penetration on rockets and +2 rockets. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Outback Rocketeers&#039;&#039;&#039;&#039;&#039; || Rockets cost 0 AP to fire. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Per Ardua Ad Astra&#039;&#039;&#039;&#039;&#039; || All biosoldiers start with +1 base HP, +5 base aim, and +5 base will. Soldiers acquired later in the campaign gain double the bonus attributes for each month passed.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Robotics&#039;&#039;&#039;&#039;&#039; || All MECs and SHIVs start with +25 base aim.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;4&amp;quot; | [[File:Flag of China.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;China&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | §800 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Assembly Line&#039;&#039;&#039;&#039;&#039; || Start with two Workshops (1st floor, both to the right of the Elevator) and 5 extra engineers in your home base. Removes the maintenance cost of Workshops.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Deus Ex&#039;&#039;&#039;&#039;&#039; || Acquiring any genetic modification grants both gene mods for that body part. Genetically modifying soldiers occurs twice as fast and costs half as much.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Red Army Repairs&#039;&#039;&#039;&#039;&#039; || Engineer [[Engineer (LWR)#Abilities|Repair]] heals 10 more HP and has 3 more uses. Engineers adjacent to SHIVs heal them for 50% of the damage taken (from 25%). The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Xeno Market&#039;&#039;&#039;&#039;&#039; || Credits from selling alien corpses, wrecks, and captives increased by 7x.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;3&amp;quot; | [[File:Flag of India.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;India&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §800 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Demolition Doctrine&#039;&#039;&#039;&#039;&#039; || Grants +2 damage and +20 penetration to all explosives.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jai Jawan&#039;&#039;&#039;&#039;&#039; || Increase aircraft fire rate by 30%.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jai Vidwan&#039;&#039;&#039;&#039;&#039; || Research speed is increased by 20%. Gain double scientists from all abductions.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;6&amp;quot; | [[File:Flag of Japan.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Japan&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;6&amp;quot; | §800 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Bushido Training&#039;&#039;&#039;&#039;&#039; || All biosoldiers gain +10 defense and a 2% chance to [[Other Abilities (LWR)#Enrage|enrage]] each turn they start with an enemy in sight.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ghost in the Machine&#039;&#039;&#039;&#039;&#039; || All SHIVs start with +40 aim.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Global Networking&#039;&#039;&#039;&#039;&#039; || Intel Scans cost 20 credits (from 200), Grey Market sell prices are doubled, and countries are twice as likely to aid in tactical missions with air strikes. Grants an additional unit to aid in Exalt Covert Op Data Recovery and Extraction missions. Start with [[Engineering (LWR)#Base Upgrades|Grey Market]].&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Kiryu-Kai Commanders&#039;&#039;&#039;&#039;&#039; || Start with 2 additional soldiers: Japanese Master Sergeants of a random class.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Kiryu-Kai Revival&#039;&#039;&#039;&#039;&#039; || XCOM revives the old Kiryu-Kai base and starts with: [[Research (LWR)#UFO Analysis|UFO Analysis: Medium UFOs]] researched, [[Research (LWR)#Offensive Tech|Beam Lasers]] researched, 5 Laser Rifles, the Officer Training School built (1st floor, 3rd room) with [[Experience (LWR)#Officer Training School XP|XTP 1]] and [[Officers (LWR)#Officer Ranks|Lieutenants]] unlocked.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ring of Fire&#039;&#039;&#039;&#039;&#039; || Thermogenerators produce 5 credits each day instead of having an upkeep cost. Start with 6 steam vents at the bottom of the 2nd and 5th building columns in the base (instead of 1 steam vent on the middle of the 4th floor). &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;Europe&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of France.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;France&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §700  &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Foreign Legion&#039;&#039;&#039;&#039;&#039; || Start with 18 additional soldiers. Reduces soldier salary costs by 58%. Active and fatigued soldiers gain XP each day equal to the number of months passed.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Legionnaire Precision&#039;&#039;&#039;&#039;&#039; || Snipers and Scouts gain +10 penetration, +30 aim, and +30 crit. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Quai d&#039;Orsay&#039;&#039;&#039;&#039;&#039; || Country item requests occur 50% faster, fulfilled requests provide 50% more country defense, and intel scans cost 50% less. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan =&amp;quot;6&amp;quot; | [[File:Flag of Germany.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Germany&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;6&amp;quot; | §700 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Baumeister&#039;&#039;&#039;&#039;&#039; || Start with all Elevators built and 2 Elerium Generators built on the 4th floor (right side near the Elevator). Elerium Generators have no upkeep cost. Facility construction and MEC augmentation time is reduced by 75%.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Militarization&#039;&#039;&#039;&#039;&#039; || Twice the officer billets are unlocked from all OTS upgrades. Officers have double the number of command charges. Grants an additional unit to aid in UFO Site missions.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;NeoPanzers&#039;&#039;&#039;&#039;&#039; || All MECs and SHIVs start with +4.0 base mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Skunkworks&#039;&#039;&#039;&#039;&#039; || Item production time is reduced by 70%. Start with all Elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor. Start with 10 extra engineers in your home base.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Stormtroopers&#039;&#039;&#039;&#039;&#039; || Grants +35% base damage to all shots made within 4 tiles.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Waffenmeister&#039;&#039;&#039;&#039;&#039; || Grants +15 penetration to all shots.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of Russia.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Russia&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §700 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Roscosmos&#039;&#039;&#039;&#039;&#039; || Start with +2 Satellite Uplink capacity and all satellites cost 50% less to build.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Soviet Zeal&#039;&#039;&#039;&#039;&#039; || Soldiers gain 35% more mission XP.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Uralvagonzavod&#039;&#039;&#039;&#039;&#039; || Basic/Alloy/Hover SHIVs gain +6/9/12 damage, respectively. All SHIVs gain +15 base DR.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | [[File:Flag of UK.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;United Kingdom&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | §700 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;MI6&#039;&#039;&#039;&#039;&#039; || All biosoldier light armors grant +15 defense while at full HP. Leather Jackets on non-Spec Ops grant [[Abilities List (LWR)#Fast and Furious|Fast and Furious]].&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Sandhurst&#039;&#039;&#039;&#039;&#039; || Reduce mission fatigue and missions required to unlock Officer Training School projects both by 25%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Special Air Service&#039;&#039;&#039;&#039;&#039; || All biosoldiers start with +10 base aim.  &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Their Finest Hour&#039;&#039;&#039;&#039;&#039; || Start with 2 extra interceptors. All aircraft gain 5 dodge and damaged planes have no speed or aim malus. Hiring [[Air Combat (LWR)#Damaged Aircraft|Repair Crews]] for damaged aircraft is twice as effective.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;North America&#039;&#039;&#039; &lt;br /&gt;
|rowspan =&amp;quot;6&amp;quot; | [[File:Flag of Canada.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Canada&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;6&amp;quot; | §1000 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Advanced Preparations&#039;&#039;&#039;&#039;&#039; || Start with 8 additional soldiers, all Elevators, a Workshop (1st floor, right of Elevator), a Laboratory (3rd floor, right of Elevator), and a Fission Generator (1st floor, far right) built. Start with 5 extra scientists and engineers in your home base.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Cadre&#039;&#039;&#039;&#039;&#039; || Five of the initial PFCs start at the Lance Corporal rank and gain [[Abilities List (LWR)#Perseverance|Perseverance]]. Active and fatigued soldiers gain XP each day equal to 2x the number of months passed.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;First Responders&#039;&#039;&#039;&#039;&#039; || Medics start with 4 extra Medikits and can heal with Medikits for 0 AP. Medikits heal 4 more HP and have no cooldown. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Prepared for Hell&#039;&#039;&#039;&#039;&#039; || All XCOM units gain 20% more armor HP from their armor. Medics start with 2 extra Medikits. Engineer [[Engineer (LWR)#Abilities|Repair]] has 2 more uses. XCOM is immune to heal fatigue. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Research Focus&#039;&#039;&#039;&#039;&#039; || Start with two Laboratories (1st floor, both to the right of the Elevator). Removes the maintenance cost of Laboratories. Start with 5 extra scientists.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;True North&#039;&#039;&#039;&#039;&#039; || No regional bonus. A clean slate for those who need none.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of Mexico.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mexico&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §1000 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ancient Artifacts&#039;&#039;&#039;&#039;&#039; || Start the campaign with 500 meld, an [[Equipment (LWR)#Scopes|Illuminator Scope]], [[Equipment (LWR)#Non-Weapon Passive Equipment|Cognitive Enhancer]], and [[Equipment (LWR)#Non-Weapon Passive Equipment|Neuroregulator]]. Also start with a Blaster Launcher and Fusion Lance that can only be used after unlocking [[Research (LWR)#Offensive Tech|Fusion Weapons]].&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Legacy of Uxmal&#039;&#039;&#039;&#039;&#039; || Alien Level decreases by 0.6% for every psionic rank your soldiers acquire (max 30% reduction). Soldiers psionically train 3x as fast.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Wealthy Benefactor&#039;&#039;&#039;&#039;&#039; || Start with 800 bonus Credits. All soldier salaries are covered by the Benefactor. Council loans are 3x as large and have 10% the surcharge.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan =&amp;quot;7&amp;quot; | [[File:Flag of USA.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;United States&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;7&amp;quot; | §1000 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;All Gas, No Brakes&#039;&#039;&#039;&#039;&#039; || RAM deals triple damage and activates after 3 tiles (instead of 6). The initial 2 soldiers from your starting country will start at SPEC rank and have the Tactical(Infantry/Assault) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Bring the Heat&#039;&#039;&#039;&#039;&#039; || All XCOM units gain +4% DR for each alien in sight.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Cheyenne Mountain&#039;&#039;&#039;&#039;&#039; || Start with +1 Satellite Uplink capacity and all Elevators built. Excavation costs are reduced by 70%.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Daredevils&#039;&#039;&#039;&#039;&#039; || Start with 2 extra interceptors. Pilots gain +25 crit. [[Combat Patrols (LWR)|Combat Patrols]] are twice as effective, cause 50% less damage to the aircraft, and have their incremental cost reduced by 50%.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Eagle Surveillance&#039;&#039;&#039;&#039;&#039; || Snipers gain +10 aim. Scouts start with 3 additional battle scanners. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Special Warfare School&#039;&#039;&#039;&#039;&#039; || All Officer Training School projects cost 80% less. Start with [[Engineering (LWR)#General Equipment Upgrades|Tactical Rigging]], [[Engineering (LWR)#General Weapon Upgrades|Ammo Conservation]], [[Engineering (LWR)#Pistol Upgrades|High-Capacity Pistols]], [[Engineering (LWR)#Pistol Upgrades|Rail Pistols]], and [[Engineering (LWR)#Pistol Upgrades|Reflex Pistols]] (foundry must be built to benefit).&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&#039;&#039; || Reduces time required for autopsies and interrogations by 50%. Start with [[Engineering (LWR)#General Equipment Upgrades|Elerium Batteries]].&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;South America&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of Argentina (bordered).png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Argentina&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §2500&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Endless Magazines&#039;&#039;&#039;&#039;&#039; || Infantry and Assaults have a 25% chance for any shot to cost 0 AP and gain +4 ammo on primary weapons and +2 ammo on pistols. The initial 2 soldiers from your starting country will start at SPEC rank and have the Tactical(Infantry/Assault) supraclass.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Public Heroes&#039;&#039;&#039;&#039;&#039; || Gain double credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Vigilis&#039;&#039;&#039;&#039;&#039; || All biosoldiers start with +16 base will.&lt;br /&gt;
|-  &lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | [[File:Flag of Brazil.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Brazil&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | §2500 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Amazonian Strength&#039;&#039;&#039;&#039;&#039; || Increases throw range of all soldiers by 50%.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Born to Fly&#039;&#039;&#039;&#039;&#039; || Pilots gain +25 crit and 2.5 aim per kill (from 0.5).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jungle Scouts&#039;&#039;&#039;&#039;&#039; || All biosoldiers start with +0.6 base mobility and their injury times are reduced by 80%. Start with [[Engineering (LWR)#General Equipment Upgrades|Tactical Rigging]] (foundry must be built to benefit).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ready for War&#039;&#039;&#039;&#039;&#039; || Start with 50 alloys, 50 elerium, and 1 fusion core. [[Research (LWR)#Research credits|Research credits]] provide an additional 30% bonus research (reducing research time by 50% instead of 20%).&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Continent_Bonuses_(LWR)&amp;diff=125664</id>
		<title>Continent Bonuses (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Continent_Bonuses_(LWR)&amp;diff=125664"/>
		<updated>2025-12-26T16:02:59Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Bonus for Full Satellite Coverage on a Continent&lt;br /&gt;
|-&lt;br /&gt;
! Continent !! | Name !! style=&amp;quot;text-align:left;padding-left:30px;&amp;quot;| Effect &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Africa&#039;&#039;&#039; || style=&amp;quot;padding:3px 20px;&amp;quot; |Architects of the Future || style=&amp;quot;text-align:left; padding-left:30px;&amp;quot;| Laboratories and Workshops have no upkeep cost. Research speed and equipment build speed is increased by 10%. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Asia&#039;&#039;&#039; || New Warfare|| style=&amp;quot;text-align:left; padding-left:30px;&amp;quot;| Foundry projects have cash, alloy and elerium cost reduced by 40%. Combat Patrols have their incremental cost reduced by 15%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Europe&#039;&#039;&#039; || Wealth of Nations|| style=&amp;quot;text-align:left; padding-left:30px;&amp;quot;| Daily XCOM funding increased by 17%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:3px 20px;&amp;quot; | &#039;&#039;&#039;North America&#039;&#039;&#039; ||  Air Superiority || style=&amp;quot;text-align:left; padding-left:30px;&amp;quot;| Aircraft weapons fire 20% faster.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;South America&#039;&#039;&#039; || Fear No Evil || style=&amp;quot;text-align:left; padding:3px 30px;&amp;quot;| Countries are 20% more resistant to increases in panic. Countries that have left the XCOM project still provide 1 credit per day.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_List_(LWR)&amp;diff=125663</id>
		<title>Abilities List (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_List_(LWR)&amp;diff=125663"/>
		<updated>2025-12-26T15:33:10Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toc&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;toctitle&amp;quot;&amp;gt;&amp;lt;h2&amp;gt;Contents&amp;lt;/h2&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Normal Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Normal Perks]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Absorption Fields|Absorption Fields]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Arsenal|Arsenal]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Ace|Ace]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Aggression|Aggression]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Awareness|Awareness]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Blast|Blast]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Body Shield|Body Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bombard|Bombard]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Brawler|Brawler]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Breacher|Breacher]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bring &#039;Em On|Bring &#039;Em On]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bulletstorm|Bulletstorm]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bullseye|Bullseye]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Burst|Burst]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Close Combat Specialist|Close Combat Specialist]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Close Encounters|Close Encounters]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Collateral Damage|Collateral Damage]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Combat Drugs|Combat Drugs]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Concealment|Concealment]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Critical System Targeting|Critical System Targeting]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Damage Control|Damage Control]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dampening Shield|Dampening Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dash and Bash|Dash and Bash]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Danger Zone|Danger Zone]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dense Smoke|Dense Smoke]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Disabling Shot|Disabling Shot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Double Tap|Double Tap]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Executioner|Executioner]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Extra Conditioning|Extra Conditioning]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Field Medic|Field Medic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fire Rocket|Fire Rocket]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#First Aid|First Aid]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Flight|Flight]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fast and Furious|Fast and Furious]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Final Stand|Final Stand]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fortified|Fortified]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fragmentation|Fragmentation]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Gattler|Gattler]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Grapple|Grapple]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Grenadier|Grenadier]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Grit|Grit]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Guardian|Guardian]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hardened|Hardened]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#HEAT Warheads|HEAT Warheads]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hit and Run|Hit and Run]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Holo Rounds|Holo Rounds]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hunter|Hunter]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Impact|Impact]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#In The Zone|In The Zone]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Jetboot Module|Jetboot Module]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Killer Instinct|Killer Instinct]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Kinetic Dampening|Kinetic Dampening]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Light .27Em Up|Light Em Up]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Lock n&#039; Load|Lock n&#039; Load]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Lone Wolf|Lone Wolf]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Low Profile|Low Profile]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Master Mechanic|Master Mechanic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Magnum|Magnum]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Maim|Maim]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mayhem|Mayhem]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mechanic|Mechanic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#One For All|One For All]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#On The Ready|On The Ready]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Onslaught|Onslaught]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Opportunist|Opportunist]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Pathfinder|Pathfinder]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Payload|Payload]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Penetrator|Penetrator]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Pistolero|Pistolero]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Platform Stability|Platform Stability]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Precision Shot|Precision Shot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Pyro|Pyro]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Ranger|Ranger]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Rapid Fire|Rapid Fire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Reactive Targeting Sensors|Reactive Targeting Sensors]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Ready For Anything|Ready For Anything]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Reconnaissance|Reconnaissance]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Repair|Repair]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Repair Servos|Repair Servos]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Repulsor Plating|Repulsor Plating]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Robotic|Robotic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Run and Gun|Run and Gun]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sapper|Sapper]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Savior|Savior]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sentinel|Sentinel]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sentry|Sentry]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shadowstep|Shadowstep]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sharpshooter|Sharpshooter]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shock and Awe|Shock and Awe]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shredder|Shredder]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Smoke and Mirrors|Smoke and Mirrors]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Snapshot|Snapshot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sprinter|Sprinter]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Squadsight|Squadsight]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Steadfast|Steadfast]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Support Bond|Support Bond]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Suppression|Suppression]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Surgical Targeting|Surgical Targeting]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Sustain|Sustain]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tactical Mobility|Tactical Mobility]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tandem Warheads|Tandem Warheads]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tenacious Defense|Tenacious Defense]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tracker|Tracker]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Vital Point Targeting|Vital Point Targeting]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Will To Survive|Will To Survive]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Alien Only Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Alien Only Perks]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Acidic|Acidic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Acid Immune|Acid Immune]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Acid Spit|Acid Spit]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Agile|Agile]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Alien Shred|Alien Shred]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Blood Call|Blood Call]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Bloodlust|Bloodlust]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Cannon Fire|Cannon Fire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Death Explosion|Death Explosion]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Deflection Shield|Deflection Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Fractal Spawn|Fractal Spawn]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Greater Mind Merge|Greater Mind Merge]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Growth|Growth]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Gunslinger|Gunslinger]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Hive Mind|Hive Mind]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Insentient Crush|Insentient Crush]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Intimidate|Intimidate]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Launch|Launch]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Leap|Leap]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mind Control|Mind Control]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mortar Barrage|Mortar Barrage]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Orbital Ray|Orbital Ray]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Overdrive|Overdrive]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Overload|Overload]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Fade|Psi Fade]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Lance|Psi Lance]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Shield|Psi Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psychic Storm|Psychic Storm]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psychic Tether|Psychic Tether]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Reconstruction Protocol|Reconstruction Protocol]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Shadowshot|Shadowshot]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Stealth|Stealth]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Strangle|Strangle]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Stun Immune|Stun Immune]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Transform|Transform]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Vertical Drive|Vertical Drive]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Gene Mods|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Gene Mods]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Adrenal Neurosympathy|Adrenal Neurosympathy]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Advanced Perception|Advanced Perception]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Dual Heart|Dual Heart]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Enhanced Metabolism|Enhanced Metabolism]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Iron Skin|Iron Skin]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Muscle Amp|Muscle Amp]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Neural Damping|Neural Damping]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Predictive Tracking|Predictive Tracking]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Regenesis|Regenesis]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Smart Macrophages|Smart Macrophages]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Officer Training|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Officer Training]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Battlefield Aptitude|Battlefield Aptitude]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Combined Arms|Combined Arms]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Camaraderie|Camaraderie]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Cover Tactics|Cover Tactics]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Inspired Tenacity|Inspired Tenacity]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#International Warriors|International Warriors]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Show .27Em the Ropes|Show &#039;Em the Ropes]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Stay Frosty|Stay Frosty]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Strength in Diversity|Strength in Diversity]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Tricks of the Trade|Tricks of the Trade]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Commanding Officer|Commanding Officer]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Command|Command]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Psionic Abilities|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Psionic Abilities]]&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Inner Fire|Inner Fire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Kinetic Blast|Kinetic Blast]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mind Fray|Mind Fray]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Mind Merge|Mind Merge]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Neural Feedback|Neural Feedback]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Inspire|Psi Inspire]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Mastery|Psi Mastery]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Psi Panic|Psi Panic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Rift|Rift]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities_List_(LWR)#Telekinetic Field|Telekinetic Field]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Positive Quirks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Positive Quirks]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Negative Quirks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Negative Quirks]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Death Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Death Perks]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li class=&amp;quot;toclevel-1 tocsection-1&amp;quot;&amp;gt;[[Abilities_List_(LWR)#Unique Perks|&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Unique Perks]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Perks==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Absorption Fields&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Absorption Fields (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ace&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ace (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acid Tech&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Acid Tech (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Aggression&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Aggression (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Arsenal&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Arsenal (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Awareness&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Awareness (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard Leaders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blast&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Blast (LWR) |align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]], [[Goliath (LWR)|Goliath]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Body Shield&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Body Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|LMEC Suits]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Brawler&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Brawler (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Breacher&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Breacher (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bring &#039;Em On&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bring &#039;Em On (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Medic (LWR)|Medic]], [[Engineer (LWR)|Engineer]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bulletstorm&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bulletstorm (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#SAWs|SAWs]], [[Weapons (LWR)#LMGs|LMGs]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bullseye&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bullseye (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Burst&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Burst (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#SMGs|SMGs]], [[Weapons (LWR)#SAWs|SAWs]], [[Weapons (LWR)#LMGs|LMGs]], [[Weapons (LWR)#Vulcan Cannons|Vulcan Cannons]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Close Combat Specialist&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Close Combat Specialist (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Close Encounters&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Close Encounters (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Collateral Damage&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Collateral Damage (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Combat Drugs&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Combat Drugs (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Critical System Targeting&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Critical System Targeting (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Damage Control&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Damage Control (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|Aegis Armor]], [[Armor (LWR)#MEC exoskeletons|Titan Armor]], [[Armor (LWR)#MEC exoskeletons|HMEC Suits]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dampening Shield&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Dampening Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039;[[Goliath (LWR)|Goliath]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Danger Zone&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Danger Zone (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#LMGs|LMGs]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dash and Bash&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Dash and Bash (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dense Smoke&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Dense Smoke (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Disabling Shot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Disabling Shot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Double Tap&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Double Tap (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Executioner&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Executioner (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Infantry (LWR)|Infantry]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Extra Conditioning&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Extra Conditioning (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fast and Furious&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fast and Furious (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Situation Room (LWR)#Covert Operations|Covert Operative]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Field Medic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Field Medic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Final Stand&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Final Stand (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]] on a final mission&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fire Rocket&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fire Rocket (LWR) |align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Flight&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Flight (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|Hover SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#Light Armor|Seraph Armor]], [[Armor (LWR)#Heavy Armor|Archangel Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fortified&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fortified (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fragmentation&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fragmentation (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039;  [[Assault (LWR)|Assault]], [[Rocketeer (LWR)|Rocketeer]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Gattler&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Gattler (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ghost&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ghost (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#Light Armor|Ghost Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Grapple&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Grapple (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment:&#039;&#039;&#039; [[Armor (LWR)#Light Armor|Kestrel Armor]], [[Armor (LWR)#Light Armor|Banshee Armor]], [[Armor (LWR)#Light Armor|Corsair Armor]], [[Armor (LWR)#Light Armor|Ghost Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Grenadier&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Grenadier (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Grit&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Grit (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039;  [[Gunner (LWR)|Gunner]], [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Guardian&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Guardian (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hardened&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hardened (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[MEC Trooper (LWR)|MEC Troopers]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Berserker|Berserker]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;HEAT Warheads&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{HEAT Warheads (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hit and Run&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hit and Run (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Holo Rounds&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Holo Rounds (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]], [[Medic (LWR)|Medic]], [[Engineer (LWR)|Engineer]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hunter&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hunter (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Impact&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Impact (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;In The Zone&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{In The Zone (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039;[[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Jetboot Module&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jetboot Module (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Killer Instinct&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Killer Instinct (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Kitted&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Kitted (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Rocketeer (LWR)|Rocketeer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Light &#039;Em Up&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Light &#039;Em Up (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lock n&#039; Load&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Lock n&#039; Load (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Engineer (LWR)|Engineer]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039;  [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], All [[Alien Life Forms (LWR)#Exalt Operative|Exalt Soldiers]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lone Wolf&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Lone Wolf (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Low Profile&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Low Profile (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039;  [[Alien Life Forms (LWR)#Thin_Man|Thin Man]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Magnum&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Magnum (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maim&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Maim (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#Pistols|Pistols]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Master Mechanic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Master Mechanic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mayhem&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mayhem (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mechanic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mechanic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;One For All&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{One For All (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[MEC Trooper (LWR)|MEC Troopers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Onslaught&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Onslaught (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;On The Ready&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{On The Ready (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Opportunist&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Opportunist (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Overload&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Overload (Long War Rebalance) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#Arc and Stun Rifles|Arc Rifle]], [[Weapons (LWR)#Pistols|Arc Pistol]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pathfinder&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Pathfinder (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Payload&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Payload (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Penetrator&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Penetrator (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#Ballistic/Gauss Special Ammunition|Armor Piercing Ammo]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Platform Stability&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Platform Stability (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Weapon Attachments|Alloy Bipod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pistolero&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Pistolero (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039;[[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Precision Shot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Precision Shot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pyro&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Pyro (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ram&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ram (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM: &#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ranger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ranger (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]], [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Rocketeer (LWR)|Rocketeer]], [[Medic (LWR)|Medic]], [[Engineer (LWR)|Engineer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rapid Encounters&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Rapid Encounters (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rapid Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Rapid Fire (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]], [[Jaeger (LWR)|Jaeger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reactive Targeting Sensors&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Reactive Targeting Sensors (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ready For Anything&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ready For Anything (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reconnaissance&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Reconnaissance (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Repair&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Repair (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Engineer (LWR)|Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Repair Servos&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Repair Servos (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Marauder (LWR)|Marauder]], [[Goliath (LWR)|Goliath]], [[Shogun (LWR)|Shogun]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Repulsor&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Repulsor (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Armor|Banshee Armor]], [[Equipment (LWR)#Armor|Corsair Armor]], [[Equipment (LWR)#Armor|Ghost Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Robotic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Robotic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Run and Gun&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Run and Gun (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sapper&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sapper (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Savior&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Savior (LWR) |align=center |text=1|topbotpad=10}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sentinel&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sentinel (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sentry&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sentry (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Goliath (LWR)|Goliath]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shadowstep&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shadowstep (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]], [[Marauder (LWR)|Marauder]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard Leaders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment:&#039;&#039;&#039; [[Equipment (LWR)#Miscellaneous gear|Chameleon Vest]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sharpshooter&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sharpshooter (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Medic (LWR)|Medic]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shock And Awe&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shock And Awe (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Rocketeer (LWR)|Rocketeer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shredder&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shredder (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Weapons (LWR)#SAWs|SAWs]], [[Weapons (LWR)#LMGs|LMGs]], [[Weapons (LWR)#Assault Rifles|Plasma Weapons]], [[Equipment (LWR)#Special Ammunition|Shredder Ammo]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Smoke and Mirrors&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Smoke And Mirrors (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Rocketeer (LWR)|Rocketeer]], [[Medic (LWR)|Medic]], [[Engineer (LWR)|Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Snapshot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Snapshot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sprinter&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sprinter (LWR) |align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Assault (LWR)|Assault]], [[Marauder (LWR)|Marauder]], [[S.H.I.V. (LWR)|SHIV]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; All [[Alien Life Forms (LWR)|Alien Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Squadsight&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Squadsight (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Sightings|Marksmen Scope]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Steadfast&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Steadfast (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Operative|Exalt Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Suppression&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Suppression (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Surgical Targeting&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Surgical Targeting (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sustain&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Sustain (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Medic (LWR)|Medic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tactical Mobility&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tactical Mobility (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Seeker|Seeker Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]],&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Armor (LWR)#Light Armor|Seraph Armor]], [[Armor (LWR)#Heavy Armor|Archangel Armor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tandem Warheads&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tandem Warheads (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Rocketeer (LWR)|Rocketeer]], [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tenacious Defense&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tenacious Defense (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tinker&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tinker (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Scout (LWR)|Scout]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tracker&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tracker (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Equipment: &#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Proximity Sensor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vital Point Targeting&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Vital Point Targeting (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]], [[Jaeger (LWR)|Jaeger]], [[Marauder (LWR)|Marauder]],&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Will To Survive&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Will To Survive (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Infantry (LWR)|Infantry]], [[Assault (LWR)|Assault]], [[Gunner (LWR)|Gunner]], [[Medic (LWR)|Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alien Only Perks==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acidic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Acidic (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acid Immune&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Acid Immune (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Thin_Man|Thin Man]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acid Spit&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Acid Spit (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Thin_Man|Thin Man]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Agile&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Agile (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Alien Grenade&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Alien Grenade (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Alien Shred&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Alien Shred (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Floater|Floater Leaders]], [[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy Leaders]], [[Alien Life Forms (LWR)#Exalt SHIV|Exalt SHIV Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blood Call&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Blood Call (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bloodlust&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Bloodlust (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Berserker|Berserker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Brute&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Brute (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Berserker|Berserker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cannon Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Cannon Fire (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cloak Screen&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Cloak Screen (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Thin Man|Thin Man]], [[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Death Explosion&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Death Explosion (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Drone|Drone]], [[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Deflection Shield&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Deflection Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Vanguard|Exalt Vanguard]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Eagle Eye&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Eagle Eye (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Explosive Shots&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Explosive Shots (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Cyberdisc|Cyberdiscs]], [[Alien Life Forms (LWR)#Mechtoid|Mechtoids]], [[Alien Life Forms (LWR)#Sectopod|Sectopods]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fractal Spawn&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Fractal Spawn (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Outsider|Outsider Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Growth&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Growth (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Outsider|Outsider]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Gunslinger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Gunslinger (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hive Mind&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Hive Mind (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Drone|Drone Leaders]], [[Alien Life Forms (LWR)#Thin_Man|Thin Man Leaders]], [[Alien Life Forms (LWR)#Outsider|Outsider Leaders]], [[Alien Life Forms (LWR)#Sectopod|Sectopod Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Launch&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Launch (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Floater|Floater]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Leap&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Leap (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Thin Man|Thin Man]], [[Alien Life Forms (LWR)#Chryssalid|Chryssalid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mortar Barrage&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mortar Barrage (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Mechtoid|Mechtoid]], [[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Orbital Ray&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Orbital Ray (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Drone|Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Overdrive&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Overdrive (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Plasma Ranger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Plasma Ranger (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Seeker|Seeker]], [[Alien Life Forms (LWR)#Sectoid Commanders|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Plasma Shield&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Plasma Shield (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)|All Alien Champions]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Fade&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Fade (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pursuit&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Pursuit (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalids]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reconstruction Protocol&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Reconstruction Protocol (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Drone|Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shadowshot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shadowshot (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Thin_Man|Thin Man]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shoot to Kill&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shoot to Kill (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; All [[Alien Life Forms (LWR)|Aliens]] on base defense missions&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Skitter&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Skitter (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stealth&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Stealth (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Seeker|Seeker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Strangle&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Strangle (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;[[Alien Life Forms (LWR)#Seeker|Seeker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stun Immune&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Stun Immune (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Chryssalid|Chryssalid]], [[Alien Life Forms (LWR)#Zombie|Zombie]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Suppression Tactics&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Suppression Tactics (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite]], [[Alien Life Forms (LWR)#Exalt Heavy|Exalt Heavy]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Taunt&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Taunt (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Muton|Muton Leaders]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Muton Elite|Muton Elite Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Transform&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Transform (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Cyberdisc|Cyberdisc]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vertical Drive&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Vertical Drive (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Sectopod|Sectopod]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
&#039;&#039;(See also: [[Gene Mods (LWR)|Gene Mods]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Adrenal Neurosympathy&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Adrenal Neurosympathy (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Advanced Perception&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Advanced Perception (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dual Heart&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Dual Heart (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enhanced Metabolism&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Enhanced Metabolism (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Iron Skin&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Iron Skin (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Chryssalid|Chryssalid Leaders]], [[Alien Life Forms (LWR)#Berserker|Berserker Leaders]], [[Alien Life Forms (LWR)#Heavy Floater|Heavy Floater]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Heavy|Exalt Elite Heavy]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Muscle Amp&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Muscle Amp (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Berserker|Berserker]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Neural Damping&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Neural Damping (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Predictive Tracking&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Predictive Tracking (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Exalt Marksman|Exalt Marksman]], [[Alien Life Forms (LWR)#Exalt Elite Marksman|Exalt Elite Marksman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Regenesis&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Regenesis (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Outsider|Outsider]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]], [[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Smart Macrophages&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Smart Macrophages (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Soldiers (LWR)|Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens: &#039;&#039;&#039;[[Alien Life Forms (LWR)#Exalt Elite Operative|Exalt Elite Operative Leaders]], [[Alien Life Forms (LWR)#Exalt Elite Vanguard|Exalt Elite Vanguard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Officer Training==&lt;br /&gt;
&#039;&#039;(See also: [[Officers (LWR)|Officers]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Commanding Officer&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Commanding Officer (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Command&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Command (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Air Strike&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Air Strike (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tactical Retreat&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tactical Retreat (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Camaraderie&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Camaraderie (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Clutch Leadership&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Clutch Leadership (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Combined Arms&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Combined Arms (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;amp;nbsp;&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]], [[Jaeger (LWR)|Jaeger]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; All  [[Alien Life Forms (LWR)|Alien Champions]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cover Tactics&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Cover Tactics (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cover Tenacity&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Cover Tenacity (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Natural Leadership&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Natural Leadership (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Show &#039;Em the Ropes&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Show &#039;Em the Ropes (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stay Frosty&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Stay Frosty (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Strength in Numbers&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Strength in Numbers (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tricks of the Trade&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Tricks of the Trade (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; All [[Officers (LWR)|Officers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Psionic Abilities==&lt;br /&gt;
&#039;&#039;(See also: [[Psionic (LWR)|Psionics]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Chain Panic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Chain Panic (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Countercharge&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Countercharge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Distortion&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Distortion (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Volunteer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enthrall&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Enthrall (LWR) |align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Greater Mind Merge&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Greater Mind Merge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Inner Fire (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Insentient Crush&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Insentient Crush (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Kinetic Blast&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Kinetic Blast (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind Control&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mind Control (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien_Life_Forms_(LWR)#Uber_Ethereal|Uber Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind Fray&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mind Fray (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind Merge&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mind Merge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mind Rend&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mind Rend (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Inspire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Inspire (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Lance&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Lance (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Mastery&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Mastery (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid Leaders]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Panic&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Panic (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi Surge&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psi Surge (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Volunteer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psychic Storm&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psychic Storm (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid|Sectoid]], [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psychic Tether&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psychic Tether (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psychic Wave&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Psychic Wave (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rift&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Rift (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Volunteer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Telekinetic Field&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Telekinetic Field (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;XCOM:&#039;&#039;&#039; [[Psionic (LWR)#Psi-abilities|Psionic Soldiers]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien Life Forms (LWR)#Sectoid Commander|Sectoid Commander]], [[Alien Life Forms (LWR)#Ethereal|Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Uber&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
{{Uber (LWR)|align=center |text=1}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Available for:&amp;lt;br&amp;gt;&#039;&#039;&#039;Aliens:&#039;&#039;&#039; [[Alien_Life_Forms_(LWR)#Uber_Ethereal|Uber Ethereal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Positive Quirks ==&lt;br /&gt;
===Generic===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Armorer&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armorer:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The use of nanobots to repair armor is similar to past experience this soldier has. Repairs to units that still have armor HP repair 1 more HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Engineer that repaired/healed in mission, non-luddite&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Baller&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Baller:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier was a competitive sports player in their past and their experience carries over. Grants +15% throw range.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: SnM/Grenadier, non-Maladroit&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Boosted Cores&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Boosted Cores:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier personally modifies the explosives they bring into missions. Grants +1 damage to all explosives.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Grenadier&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Brawny&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Brawny:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has hit the gym and it shows. Grants +2 base HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Base HP &amp;gt; 6&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ceaseless&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ceaseless:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit works best under pressure. Grants a 15% chance per enemy in sight for reloading to be a free action.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following classes: ITZ Sniper, HNR/Bullseye Scout, Infantry, Assault, LEU Rocketeer, Gunner, Sentinel/Pistolero/RapidFire Medic, DT Engineer, Jaeger, CCS/DnB Marauder, DT/Sentry Goliath&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Combat Technician&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat Technician:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This Engineer is comfortable working in a combat situation. If they have the Mechanic subspecialization of Endurance, the passive heal restores 35% of damage taken (instead of 25%).&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Engineer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Conflaguration&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Conflaguration:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The hotter the flame the better. This unit has modified their flamethrowers to deal +2 damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Pyro Jaeger&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Crack Shot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crack Shot:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier is a master at connecting their shots. Shots from this soldier never [[Other_Abilities_(LWR)#Graze|graze]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Sharpshooter&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Critical Analysis&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Critical Analysis:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier is an expert at spotting even the smallest weakness in enemies. Grants +15 crit.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not SnM/Grenadier/Sentry/Mayhem&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Entrenchment&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Entrenchment:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit has learned how to quickly maximize cover when aiming. Grants +50 defense when steadying a weapon in cover.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: OTR Sniper / Rocketeer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fascination with ALIEN&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fascination with&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has a passion for studying &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039;. Their shots deal 50% more weapon damage against &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039;. All incoming attacks from &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039; graze, dealing half of their original damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NOTE: Replace&#039;&#039; &#039;&#039;&#039;&#039;&#039;MUNDANE ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;with any of the following: Thin Men, Floaters (including Heavy Floaters), Outsiders, Chryssalids, Mutons (including Muton Elites), Seekers, Cyberdiscs, Mechtoids, Berserkers, Sectopods.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Soldier has been in a mission with that Alien present when they gain the quirk&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fascination with PSIALIEN&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fascination with&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has a passion for studying &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039;. Their shots deal 50% more weapon damage against &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039;. All incoming psionic attacks from &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039; have their damage reduced by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NOTE: Replace&#039;&#039; &#039;&#039;&#039;&#039;&#039;PSIONIC ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;with any of the following: Sectoids (including Sectoid Commanders), Ethereals.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Soldier has been in a mission with that Alien present when they gain the quirk&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Keen Mind&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keen Mind:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier is quick to learn and has seen a lot. Grants +30% xp from all sources. [[Management_(LWR)#Retiring|If they retire, double their missions are added to the OTS mission pool.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Simple&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lucky&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lucky:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
For this soldier, things always seem to work out. Grants a 20% chance for any miss to hit instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Unlucky and high luck score after missions&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Meld Infused&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Meld Infused:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has been infused with meld granting bonus stats: +2 mob, +10 aim, +20 will, +5 HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: event-exclusive&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mental Dominion&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mental Dominion:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has superior control of their own mind. If an enemy [[Abilities_List_(LWR)#Mind_Control|Mind Controls]] this soldier, this soldier immediately breaks the control without consequence. [[Abilities_List_(LWR)#Enthrall|Enthrall]], [[Abilities_List_(LWR)#Psi Panic|Psi Panic]], and [[Abilities_List_(LWR)#Mind_Fray|Mind fray]] have no effect on this soldier.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Officer, MEC Trooper or Psion. Additionaly, XCOM must have a Sectoid Commander or Ethereal corpse in inventory&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Nanobot Mastery&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nanobot Mastery:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit understands how medikits work better than most experts. Heals from this unit are not reduced by healing fatigue.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Medic who healed someone during the mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;On Target&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;On Target:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has learned to be proactive during engagements. Grants a 20% chance for this soldier to [[Other_Abilities_(LWR)#Steady_Weapon|steady]] their weapon at the end of their turn if they are idle.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following: OTR Sniper, Bullseye Scout/Shogun, Sentinel Infantry, LEU Rocketeer, DT Engineer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pain is Temporary&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pain is Temporary:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier just wants to get back at it and can ignore pain. Reduces injury times by 70%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: soldier injured during the mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Passionate&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passionate:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has a smoldering hatred for the aliens and their invasion. They have a 5% chance to [[Other_Abilities_(LWR)#Enrage|enrage]] every turn an enemy is in sight.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not SNM/Sentinel/Sentry&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pistol Pro&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pistol Pro:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier knows how to use a pistol, and how to use it well. Grants +2 damage to all pistol shots.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following: Magnum Sniper, HNR+Ranger Scout, Pistolero/Ranger Assault, Pistolero Medic&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Prevail&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prevail:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier turns on when the stakes are the highest. Doubles the bonuses granted by the [[Abilities_List_(LWR)#Bring_.27Em_On|Bring &#039;Em On]] perk.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quick Burn&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Burn:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This unit has the adrenaline pumping at the beginning of each mission. Grants a bonus of +3.3 mobility at the start of each mission which decreases by 0.6 mobility each turn until the bonus reaches 0 mobility.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Hesitant&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quick Foot&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quick Foot:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has learned how to be quick on their feet. Grants +0.6 base mobility.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: mobility &amp;gt; 15.3&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rapid Reaction&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has exceptional reaction and target acquisition skills. Grants an additional reaction shot on overwatch if this soldier has the [[Abilities_List_(LWR)#Sentinel|Sentinel]] perk.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Sentinel&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Receptive Patient&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Receptive Patient:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier responds well to the nanobots in medikits. Medikits used on this unit heal 1 more HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires all of the following: not Challening Patient, not MEC Trooper, Will to Survive, was healed on this mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Resolute Mind&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resolute Mind:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has gained incredible control over their mind. Grants +10 base will.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: will &amp;gt; 40&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rocketinker&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rocketinker:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier creates their own custom made rockets, increasing their range by 20%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Rocketeer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slugger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slugger:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has gained a natural feel for using the [[Equipment_(LWR)#Large_Equipment_.28MEC.29|KSM]]. Melee attacks deal +30% weapon damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Marauder&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Something To Fight For&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Something To Fight For:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A newborn child has increased this soldier&#039;s dedication to seeing the XCOM project achieve victory. Reduces fatigue accumulation by 35%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Event-exclusive&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stalker&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stalker:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has special skill in attacking their enemies when from a hidden position. Shooting while [[Other_Abilities_(LWR)#Hidden|hidden]] grants an additional +4 damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Jaeger&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Steady Hands&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Steady Hands:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When steadying, this soldier can calm his breathing and lock his hands in place, allowing them to accurately target enemy weak points. Grants an additional +50 aim when [[Other_Abilities_(LWR)#Steady_Weapon|steadying]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Sniper&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Suppression Prodigy&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Suppression Prodigy:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has a natural talent for applying [[Other_Abilities_(LWR)#Suppressive_Fire|suppressive fire]]. [[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive]] fire deals +1 damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Mayhem Gunner&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Surgeon&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Surgeon:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has developed a natural skill for dealing with serious wounds. Medikits on units that are missing some base HP heal 1 more HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Guardian Medic / Kitted soldier that is not Squeamish and has healed someone in this mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The Mountain&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Mountain:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has perfected becoming an immobile shield. Grants 10% DR while in [[Abilities_List_(LWR)#One_For_All|One For All]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following: Marauder, Goliath, Shogun&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Turtler&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Turtler:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has become more alert and wary in engagements. They will [[Other_Abilities_(LWR)#Hunker_Down|hunker]] anytime they end a turn with an enemy in view while idle in cover.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires all of the following: not Engineer, not MEC Trooper, no Countercharge/Pistolero/RFA/OTR/WTS, unit must have taken damage this misson and be of rank cpl or above&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Unload&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unload:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier can fire multiple rounds into targets. Shots from this soldier have a 10% chance to cost 0 AP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires any of the following: HNR Scout, non-Sentinel Infantry, Assault, LEU Rocketeer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Unyielding&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unyielding:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier can take incredible amounts of punishment and still hang on. Everytime this unit is damaged in a turn, it gains an additively stacking 10% chance for incoming attacks to [[Other_Abilities_(LWR)#Graze|graze]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: soldier damaged this mission and has Fortified or Will to Survive&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Officer ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Omnipresent Command&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Omnipresent Command:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander has exceptional control of engagements on the battlefield. [[Abilities_List_(LWR)#Commanding_Officer|Commanding Officer]] (0 AP end-in-idle actions) triggers also occur on units that are out of sight.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer ends mission with 0 command charges&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Luminary&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Luminary:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander has a naturally inspiring way. Grants an additional [[Abilities_List_(LWR)#Command|Command Charge]] during each mission.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer ends mission with 0 command charges&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Cool Commander&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cool Commander:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander doesn&#039;t sweat the hardships of command. Reduces fatigue accumulation by 35%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer with Stay Frosty&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Prepared for the Worst&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepared for the Worst:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander is always on the ready if things get too hairy for their men. Anytime a soldier drops, this commander gains [[Abilities_List_(LWR)#Command|2 command charges]]. [[Other_Abilities_(LWR)#Tactical_Retreat|Tactical retreats]] occur in a single turn. Once called, this commander gains [[Abilities_List_(LWR)#Command|5 command charges]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer not Overconfident&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psionic Sensitivity&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psionic Sensitivity:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This psion has an easier time sensing enemy brain activity. Triggers of [[Abilities_List_(LWR)#Countercharge|countercharge]] occur 50% more often and deal +2 damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Countercharge&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psionic Strength&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psionic Strength:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This psion has unsually strong neural activity. Grants +1 damage to [[Abilities_List_(LWR)#Countercharge|Countercharge]], [[Abilities_List_(LWR)#Mind_Fray|Mind Fray]], and [[Abilities_List_(LWR)#Psychokinetic_Strike|Kinetic Blast]].&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Kinetic Blast&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psionic Breacher&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psionic Breacher:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This psion finds it easy to access and distort the minds of others. Grants +30% hit chance to [[Abilities_List_(LWR)#Mind_Fray|Mind Fray]] and [[Abilities_List_(LWR)#Psi_Panic|Psi Panic.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Mind Fray or Countercharge&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Gene-modded ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Steel Skin&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Steel Skin:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier&#039;s [[Abilities_List_(LWR)#Iron_Skin|Iron Skin]] modification has mutated to an even denser form. Grants +10 additional base DR if this soldier has the [[Abilities_List_(LWR)#Iron_Skin|Iron Skin]] gene mod.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Iron Skin&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Superdense Muscles&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Superdense Muscles:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier took extremely well to the meld infusion in their leg muscles. Grants an extra +1.3 mobility if this soldier has the [[Abilities_List_(LWR)#Muscle_Amp|Muscle Amp]] gene mod.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Muscle Amp&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Uncanny Foresight&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Uncanny Foresight:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier&#039;s eye modifications give incredible predictive capacity. Grants an additional +10 aim to reaction shots if this soldier has the [[Abilities_List_(LWR)#Predictive_Tracking|Predictive Tracking]] gene mod.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Predictive Tracking&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== MEC ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Synaptic Fusion&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synaptic Fusion:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fusions of synapses have drastically increased the efficiency of this unit&#039;s neural framework. The result is 50% faster experience gain.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: MEC Trooper&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Negative Quirks ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Challenging Patient&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Challenging Patient:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier responds poorly to the nanobots in medikits. Medikits used on this unit heal 1 less HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires all of the following: not Receptive Patient, not MEC Trooper, Will to Survive, was healed on this mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fear of ALIEN&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fear of&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has an irrational fear of &#039;&#039;&#039;&#039;&#039;ALIEN&#039;&#039;&#039;&#039;&#039;. When they encounter &#039;&#039;&#039;&#039;&#039;ALIEN&#039;&#039;&#039;&#039;&#039;, their will drops to 0 and they lose 1 action point. The will loss lasts until that enemy is incapacitated.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NOTE: Replace&#039;&#039; &#039;&#039;&#039;&#039;&#039;ALIEN&#039;&#039;&#039;&#039;&#039; &#039;&#039;with any of the following: Sectoids (including Sectoid Commanders), Thin Men, Floaters (including Heavy Floaters), Outsiders, Chryssalids, Mutons (including Muton Elites), Seekers, Cyberdiscs, Mechtoids, Berserkers, Sectopods, Ethereals.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Soldier has been in a mission with that Alien present when they gain the quirk&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Feeble&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeble:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
War has taken its tole on this soldier and they don&#039;t have the constitution they used. Reduces base HP by 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires:  Base HP &amp;gt; 5&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Green Lung&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Green Lung:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier experienced a hypersensitivity to the alien fumes causing some permanent lung damage. Increases fatigue times by 30%.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not MEC Trooper&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hesitant&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hesitant:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier takes a while to get the adrenaline pumping and engage fully. Grants a malus of -3.3 mobility at the start of each mission but then regains 0.6 mobility each turn until the malus reaches 0 mobility.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Quick Burn&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Immunocompromised&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Immunocompromised:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has acquired an alien illness that impairs wound healing. Doubles injury times.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: soldier injured this mission, not MEC Trooper.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Luddite&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Luddite:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier gets confused with some of the newer technology. Repairs to units that are missing some base HP repair 1 less HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Engineer that repaired/healed someone this mission, not Armorer&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maladroit&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maladroit:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has never been exceptional at throwing. Grants -10% throw range.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: SnM/Grenadier, non-baller&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Overconfident&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Overconfident:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This commander commits hastily and rarely thinks of retreat. Tactical retreats take 1 turn longer.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Commanding Officer not Prepared for the Worst&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Simple&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Simple:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier takes a little longer to grasp new concepts. Grants -15% xp from all sources. If they retire, only half their missions are added to the OTS mission pool.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: non Keen Mind&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Squeamish&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Squeamish:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has seen too much blood. Medikits on units that are missing some base HP heals 1 less HP.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: Guardian Medic / Kitted soldier that is not Surgeon and has healed someone in this mission&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tunnel Vision&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tunnel Vision:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stress of combat can overwhelm this soldier. Reduces crit chance by 15.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Unlucky&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unlucky:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier sometimes messes up even when it seems impossible to do so. Grants a 5% chance for any hit to miss instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Requires: not Lucky and low luck score after missions&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;War Weariness&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;War Weariness:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
War can wear the shine off of any soldier. Reduces base mobility by 0.6.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Weak-Willed&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weak-Willed:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has trouble focusing and resisting psionic attacks. Reduces base will by 10.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Death Perks ==&lt;br /&gt;
&lt;br /&gt;
The Chance to recieve a death perk seems to be calculated as followed:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(Number of dead Soldiers in this mission)&#039;&#039;&#039; x &#039;&#039;&#039;(Number of Ranks of said dead Soldiers)&#039;&#039;&#039; &#039;&#039;&#039;x3&#039;&#039;&#039; if the mission was a failure, &#039;&#039;&#039;x1&#039;&#039;&#039; otherwise, checked against a random number it has to beat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It is also worth noting that it seems the game will try to roll for every death perk in order, starting with &#039;&#039;&#039;Ever Vigilant&#039;&#039;&#039; and ending with &#039;&#039;&#039;Unhinged&#039;&#039;&#039;, rerolling the random number every time it does so. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Note that this is just an interpretation of the code when seen in UE Explorer and may not be accurate of what is actually going on.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ever Vigilant&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ever Vigilant:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has seen death and is more vigilant because of it. Gains a 20% chance for all shots to graze, dealing half their original damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 1st. Random Number: 0-199&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Survivor&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Survivor:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier survived some bloody battles, increasing resilience. Gains %DR equal to a quarter of the % total HP lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 2nd. Random Number: 0-249&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Avenger&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Avenger:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier had comrades killed during battle and plans to never let it happen again. Gains +1 crit damage and +10% throw range.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 3rd. Random Number: 0-299&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Resolute&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resolute:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier lost comrades in the war and has gained an unwavering resolve. Gains +50% xp from all missions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 4th. Random Number: 0-349&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vindicator&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vindicator:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier lost friends dear to them and wants justice. Grants +10 crit and +2 crit damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 5th. Random Number: 0-399&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Defiant&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defiant:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has vowed to let nothing get in the way ever again. Permanent immunity to Psychic Tether, fatigue, and exhausted.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 6th. Random Number: 0-449&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Perseverance&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perseverance:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier will not stop until the alien threat is eliminated. Fatigue and injury times reduced by 50%.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 7th. Random Number: 0-499&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Unhinged&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unhinged:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This soldier has witnessed extreme violence and has found a love for it. Grants +1 damage for every 2 enemies in vision to all weapons and equipment.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Checked 8th. Random Number: 0-549&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unique Perks ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; border: 1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Hans Graf - &#039;&#039;&#039;Practiced Ease&#039;&#039;&#039;: +10% crit chance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Stanislav Orlov - &#039;&#039;&#039;Natural Killer&#039;&#039;&#039;: +1 damage against targets at or below 50% HP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Hank Miller - &#039;&#039;&#039;Relentless&#039;&#039;&#039;: 25% chance for missed standard shots to be free actions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Shaojie Zhang  - &#039;&#039;&#039;Ex Triad&#039;&#039;&#039;: +2 damage with pistols.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Annette Durand - &#039;&#039;&#039;Driven By Pressure&#039;&#039;&#039;: Gain +20 will if there are 2 or more enemies in sight.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Peter Van Doorn - &#039;&#039;&#039;Cool Under Pressure&#039;&#039;&#039;: (Enemies in sight)% for end-in-idle actions to be free actions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Inner Fire&amp;quot; style=&amp;quot;width:450px;vertical-align:top;padding:20px;background-color:#f8f9fa;border:1px solid #a2a9b1;&amp;quot;&amp;gt;&lt;br /&gt;
Marta Kovac - &#039;&#039;&#039;Street Orphan&#039;&#039;&#039;: Years of malnutrition and a harsh environment has left this soldier worse for wear: +10% fatigue accumulation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Action_Points(LWR)&amp;diff=125308</id>
		<title>Action Points(LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Action_Points(LWR)&amp;diff=125308"/>
		<updated>2025-11-30T17:41:51Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
At the start of every turn, all XCOM and alien units are assigned 2 action points (APs). This is represented on XCOM soldiers as two arrows beneath their health bars. When a soldier has only 1 AP left, they will have only one arrow beneath their health bar.&lt;br /&gt;
&lt;br /&gt;
If a soldier is [[Other_Abilities_(LWR)#Scamper|scampering]], they will only be able to move and not use other actions. This is represented by one arrow beneath their health bar and it will be colored white.&lt;br /&gt;
&lt;br /&gt;
== Using APs ==&lt;br /&gt;
&lt;br /&gt;
All abilities in the game have the default cost of 2 AP (teal icon). However, units can use abilities that cost 2 AP even if they only have 1 AP left (so the unit&#039;s APs get below zero). A unit&#039;s turn will end if their APs have reached zero (or less). Thus, a unit can do a half-move (1 AP) and then fire (2 AP), before having their turn ended. &lt;br /&gt;
&lt;br /&gt;
Certain abilities perform an extra check and require the unit to have 2 AP before using them (e.g., [[Weapons_(LWR)#Sniper_Rifles|sniper rifles]] or dashing). Other abilities behave differently if the player has 2 AP left as opposed to 1 AP left (e.g., [[Abilities_List_(LWR)#Fire_Rocket|firing rockets]]).&lt;br /&gt;
&lt;br /&gt;
A full-move (dash) costs 2 AP (yellow move) and a half-move costs 1 AP (blue move). Note that two blue moves don&#039;t let you reach as far as one yellow move, but the total cost is the same.&lt;br /&gt;
&lt;br /&gt;
Certain abilities cost only 1 AP (green icon) or 0 AP (purple icon). Just like 2 AP abilities, the 1 AP abilities only end a unit&#039;s turn if the unit&#039;s APs reach 0.&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Loadout_(LWR)_Navbar&amp;diff=125307</id>
		<title>Template:Loadout (LWR) Navbar</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Loadout_(LWR)_Navbar&amp;diff=125307"/>
		<updated>2025-11-30T16:56:56Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left&amp;quot; colspan=&amp;quot;2&amp;quot;|[[Image:Loadout Long War.jpg|48px]] [[Long War Rebalance]]: Loadout&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Soldiers Weapons Long War.png|center|80px|Weapons]]&lt;br /&gt;
|&amp;lt;table&amp;gt;&lt;br /&gt;
|[[Image:Weapons Thumbnail Long War.png|64px]] [[Weapons (LWR)|&amp;lt;br&amp;gt;Weapons]]&lt;br /&gt;
|[[Image:Assault Rifle Long War.png|64px]] [[Weapons (LWR)#Primary Weapons|&amp;lt;br&amp;gt;Primary&amp;lt;br&amp;gt;Weapons]]&lt;br /&gt;
|[[Image:Pistol Long War.png|64px]] [[Weapons (LWR)#Secondary Weapons|&amp;lt;br&amp;gt;Secondary&amp;lt;br&amp;gt;Weapons]]&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Soldiers Armors Long War.png|center|80px|Armor]]&lt;br /&gt;
|&amp;lt;table&amp;gt;&lt;br /&gt;
|[[Image:Armor Thumbnail Long War.png|64px]] [[Armor (LWR)|&amp;lt;br&amp;gt;Armor]]&lt;br /&gt;
|[[Image:Inv_Mec1.png|64px]] [[Armor (LWR)#MEC Exoskeletons|&amp;lt;br&amp;gt;MEC&amp;lt;br&amp;gt;Exoskeletons]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Soldiers Equipment Long War.png|center|80px|Equipment]]&lt;br /&gt;
|&amp;lt;table&amp;gt;&lt;br /&gt;
|[[Image:Equipment Thumbnail Long War.png|left|64px]] [[Equipment (LWR)|&amp;lt;br&amp;gt;Equipment]]&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
[[Category: Loadout (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(LWR)&amp;diff=125306</id>
		<title>Armor (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(LWR)&amp;diff=125306"/>
		<updated>2025-11-30T16:28:29Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
&lt;br /&gt;
==In General== &lt;br /&gt;
&lt;br /&gt;
Most technology levels provide access to two different suits of Armor, one tailored towards mobility and defense, and the other tailored towards higher HP and DR.&lt;br /&gt;
&lt;br /&gt;
Armor provides armor HP to soldiers, allowing XCOM soldiers to withstand significant punishment. Certain armors have less equipment slots as compensation for various advantages.&lt;br /&gt;
&lt;br /&gt;
Armor is important to increase the HP of all units, even non-tanks. This is because enemies that can deal damage equal to or greater than a soldier&#039;s HP will prioritize targeting them; making it difficult for a tank to occupy enemy attention.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor=== &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;Base DR &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Will bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tac Armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Tac Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Tac Armor]]&#039;&#039;&#039;&lt;br /&gt;
|3.3&lt;br /&gt;
|5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Carapace armor Long War .png|128px|link=Armor (LWR)#Heavy Armor|Carapace Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Carapace Armor]]&#039;&#039;&#039;&lt;br /&gt;
|3.3 &lt;br /&gt;
|10&lt;br /&gt;
|5&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
| &lt;br /&gt;
| +20 crit resist&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|Advanced Body Armor]]&lt;br /&gt;
|25&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|42&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aegis armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Aegis Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Aegis Armor]]&#039;&#039;&#039;&lt;br /&gt;
|2.6&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|{{ Damage Control (LWR) }}&lt;br /&gt;
| &lt;br /&gt;
|[[Research (LWR)#Defensive Tech|Mobile Power Armor]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Titan armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Titan Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Titan Armor]]&#039;&#039;&#039;&lt;br /&gt;
|4.0&lt;br /&gt;
|16&lt;br /&gt;
|15&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|{{ Damage Control (LWR) }}&lt;br /&gt;
|Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|Advanced Power Armor]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|360&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Archangel armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Archangel Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Archangel Armor]]&#039;&#039;&#039;&lt;br /&gt;
|4.0&lt;br /&gt;
|19&lt;br /&gt;
|20&lt;br /&gt;
|| &lt;br /&gt;
|title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|{{ Damage Control (LWR) }} {{ Flight (LWR) }}&lt;br /&gt;
|Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;12 units of fuel, doubled with the [[Foundry (LWR)#General Equipment Upgrades|Advanced Flight]] foundry project&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|Antigrav Systems]]&lt;br /&gt;
|75&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|800&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|850&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|54&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Vortex armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Vortex Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Vortex Armor]]&#039;&#039;&#039;&lt;br /&gt;
|2.0&lt;br /&gt;
|16&lt;br /&gt;
|10&lt;br /&gt;
|20&lt;br /&gt;
|title=&amp;quot;Amount of small items that can be equipped&amp;quot;|3&lt;br /&gt;
| &lt;br /&gt;
|Restricted to psionic soldiers&amp;lt;br /&amp;gt;&#039;&#039;&#039;Advanced Psi Boost&#039;&#039;&#039;: Explosive grenades deal +2 psionic damage; +5 damage to rift; Reduces accumulation of fatigue by 50%&amp;lt;br /&amp;gt;Required to activate the [[Facilities_(LWR)#Constructible_Facilities|Gollop Chamber]]&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|Mind and Machine]]&lt;br /&gt;
|100&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|500&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Light Armor===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;Base DR &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Will bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chameleon Suit Long War.png|128px|link=Armor (LWR)#Light Armor|Leather Jacket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Leather Jacket]]&#039;&#039;&#039;&lt;br /&gt;
|0.6&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
|20&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Amount of small items that can be equipped&amp;quot;|1&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tac vest Long War.png|128px|link=Armor (LWR)#Light Armor|Tac Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Tac Vest]]&#039;&#039;&#039;&lt;br /&gt;
|2.0&lt;br /&gt;
|3&lt;br /&gt;
| &lt;br /&gt;
|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Phalanx armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Phalanx Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Phalanx Armor]]&#039;&#039;&#039;&lt;br /&gt;
|2.6&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|10 &lt;br /&gt;
|&lt;br /&gt;
|title=&amp;quot;Amount of small items that can be equipped&amp;quot;|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|Improved Body Armor]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kestrel armor Long War.png|128px|link=Armor (LWR)#Light Armor|Kestrel Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Kestrel Armor]]&#039;&#039;&#039;&lt;br /&gt;
|2.0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
| {{ Grapple (LWR) }}&lt;br /&gt;
| +20 crit resist&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|Advanced Body Armor]]&lt;br /&gt;
|22&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|28&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Banshee armor Long War.png|128px|link=Armor (LWR)#Light Armor|Banshee Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Banshee Armor]]&#039;&#039;&#039;&lt;br /&gt;
|1.3&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|{{ Repulsor (LWR) }}  {{ Grapple (LWR) }}&lt;br /&gt;
|&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|Mobile Power Armor]]&lt;br /&gt;
|40&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|23&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aurora armor Long War.png|128px|link=Armor (LWR)#Light Armor|Aurora Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Aurora Armor]]&#039;&#039;&#039;&lt;br /&gt;
|2.0&lt;br /&gt;
|8&lt;br /&gt;
| &lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|title=&amp;quot;Amount of small items that can be equipped&amp;quot;|3&lt;br /&gt;
| &lt;br /&gt;
|Restricted to psionic soldiers&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Boost&#039;&#039;&#039;: Explosive grenades deal +1 psionic damage; Reduces accumulation of fatigue by 20%&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|Mobile Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]&lt;br /&gt;
|40&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Sectoid_Corpses|Sectoid Corpse]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Corsair armor Long War.png|128px|link=Armor (LWR)#Light Armor|Corsair Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Corsair Armor]]&#039;&#039;&#039;&lt;br /&gt;
|1.3&lt;br /&gt;
|9&lt;br /&gt;
| &lt;br /&gt;
|20&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|{{ Repulsor (LWR) }}  {{ Grapple (LWR) }}&lt;br /&gt;
|&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|Advanced Power Armor]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Seraphim armor Long War.png|128px|link=Armor (LWR)#Light Armor|Seraph Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Seraph Armor]]&#039;&#039;&#039;&lt;br /&gt;
|1.3&lt;br /&gt;
|9&lt;br /&gt;
| &lt;br /&gt;
|30&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)&lt;br /&gt;
|{{ Tactical Mobility (LWR) }} {{ Flight (LWR) }}&lt;br /&gt;
|8 units of fuel, doubled with the [[Foundry (LWR)#General Equipment Upgrades|Advanced Flight]] foundry project&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|Antigrav Systems]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shadow armor Long War.png|128px|link=Armor (LWR)#Light Armor|Ghost Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Ghost Armor]]&#039;&#039;&#039;&lt;br /&gt;
|0.6&lt;br /&gt;
|10&lt;br /&gt;
| &lt;br /&gt;
|20&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)&lt;br /&gt;
|{{ Ghost (LWR) }}{{ Repulsor (LWR) }} {{ Grapple (LWR) }}&lt;br /&gt;
|Grants +10 aim when at full HP&amp;lt;br&amp;gt;Grants &#039;&#039;&#039;Advanced Grapple&#039;&#039;&#039; (3 charges of &#039;&#039;&#039;[[Abilities List (LWR)#Grapple|Grapple]]&#039;&#039;&#039;)&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|Stealth Systems]]&lt;br /&gt;
|90&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|32&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC Exoskeletons==&lt;br /&gt;
In Long War Rebalance, [[MEC Trooper (LWR)|MEC Troopers]] have access to multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility.&lt;br /&gt;
&lt;br /&gt;
MEC armor naming conventions are streamlined to highlight their role. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;Base DR &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Large Equipment Slots (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Base Augments Long War.png|128px|link=Armor (LWR)#MEC exoskeletons|Base Augments]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|Base Augments]]&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Can&#039;t be used during missions&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec1.png|128px|link=Armor (LWR)#MEC exoskeletons|MEC-1]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|MEC-1]]&#039;&#039;&#039;&lt;br /&gt;
|Paladin&lt;br /&gt;
|6.0&lt;br /&gt;
|14&lt;br /&gt;
|10&lt;br /&gt;
|30&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|{{ Hardened (LWR) }}&lt;br /&gt;
|Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&lt;br /&gt;
|[[Research (LWR)#Main Tech|Alien Biocybernetics]]&lt;br /&gt;
|25&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|4 [[Alien Artifacts (LWR)#UFO Power Sources|UFO Power Sources]] &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec2.png|128px|link=Armor (LWR)#MEC exoskeletons|LMEC-2]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|LMEC-2]]&#039;&#039;&#039;&lt;br /&gt;
|Valiant&lt;br /&gt;
|4.0&lt;br /&gt;
|10&lt;br /&gt;
|5&lt;br /&gt;
|40&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|{{ Hardened (LWR) }}{{ Body Shield (LWR) }}&lt;br /&gt;
|Grants +10 aim at full HP&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|MEC Mark 2]]&lt;br /&gt;
|50&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|6 [[Alien Artifacts (LWR)#UFO Power Sources|UFO Power Sources]] &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|24&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec4 (Long_War).png|128px|link=Armor (LWR)#MEC exoskeletons|HMEC-2]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|HMEC-2]]&#039;&#039;&#039;&lt;br /&gt;
|Defender&lt;br /&gt;
|6.0&lt;br /&gt;
|17&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|{{ Hardened (LWR) }}{{ Damage Control (LWR) }}&lt;br /&gt;
|Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|MEC Mark 2]]&lt;br /&gt;
|50&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|6 [[Alien Artifacts (LWR)#UFO Power Sources|UFO Power Sources]] &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|24&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec6 (Long_War).png|128px|link=Armor (LWR)#MEC exoskeletons|ULMEC-3]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|ULMEC-3]]&#039;&#039;&#039;&lt;br /&gt;
|Vanguard&lt;br /&gt;
|1.3&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|45&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|{{ Hardened (LWR) }}{{ Body Shield (LWR) }}&lt;br /&gt;
|Grants +20 aim at full HP&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|MEC Mark 3: Light]]&lt;br /&gt;
|80&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|900&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|480&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Fusion Cores|Fusion Core]]&amp;lt;br&amp;gt;8 [[Alien Artifacts (LWR)#UFO Power Sources|UFO Power Sources]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec7 (Long_War).png|128px|link=Armor (LWR)#MEC exoskeletons|LMEC-3]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|LMEC-3]]&#039;&#039;&#039;&lt;br /&gt;
|Vindicator&lt;br /&gt;
|3.3&lt;br /&gt;
|13&lt;br /&gt;
|5&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|{{ Hardened (LWR) }}{{ Body Shield (LWR) }}&lt;br /&gt;
|Grants +15 aim at full HP&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|MEC Mark 3: Light]]&lt;br /&gt;
|80&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|900&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|480&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Fusion Cores|Fusion Core]]&amp;lt;br&amp;gt;8 [[Alien Artifacts (LWR)#UFO Power Sources|UFO Power Sources]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec3.png|128px|link=Armor (LWR)#MEC exoskeletons|HMEC-3]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|HMEC-3]]&#039;&#039;&#039;&lt;br /&gt;
| Dauntless&lt;br /&gt;
|4.6&lt;br /&gt;
|21&lt;br /&gt;
|20&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|{{ Hardened (LWR) }}{{ Damage Control (LWR) }}&lt;br /&gt;
|Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|MEC Mark 3: Heavy]]&lt;br /&gt;
|80&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|900&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|720&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Fusion Cores|Fusion Core]]&amp;lt;br&amp;gt;8 [[Alien Artifacts (LWR)#UFO Power Sources|UFO Power Sources]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec5 (Long_War).png|128px|link=Armor (LWR)#MEC exoskeletons|UHMEC-3]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|UHMEC-3]]&#039;&#039;&#039;&lt;br /&gt;
|Devastator&lt;br /&gt;
|6.0&lt;br /&gt;
|26&lt;br /&gt;
|25&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|{{ Hardened (LWR) }}{{ Damage Control (LWR) }}&lt;br /&gt;
|Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&lt;br /&gt;
|[[Research (LWR)#Defensive Tech|MEC Mark 3: Heavy]]&lt;br /&gt;
|80&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|900&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|720&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Fusion Cores|Fusion Core]]&amp;lt;br&amp;gt;8 [[Alien Artifacts (LWR)#UFO Power Sources|UFO Power Sources]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Loadout (LWR)]]&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=125305</id>
		<title>Weapons (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=125305"/>
		<updated>2025-11-30T16:27:22Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Weapon Types ==&lt;br /&gt;
&lt;br /&gt;
=== Weapon Tiers ===&lt;br /&gt;
&lt;br /&gt;
==== Conventional/Ballistic ====&lt;br /&gt;
&lt;br /&gt;
These are the basic weapons you start with - they are relativity unchanged in Long War Rebalance. You will want to upgrade to superior guns in the long run. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Arc ====&lt;br /&gt;
&lt;br /&gt;
There are 3 Arc Weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will likely build some of each, the Stun Rifle is mandatory to win the game.&lt;br /&gt;
&lt;br /&gt;
The Arc Rifle and Pistol only deal full damage against Mechanical units and have hefty penetration.&lt;br /&gt;
&lt;br /&gt;
==== Beam Lasers ====&lt;br /&gt;
&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers. &lt;br /&gt;
Beam lasers have increased accuracy and higher crit. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:680px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
 Bonus Stats: +10 aim, +20 crit&lt;br /&gt;
 Note: Pistol gains more crit but no aim&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gauss ====&lt;br /&gt;
&lt;br /&gt;
Gauss weapons return to ballistic projectiles but alien power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry. &lt;br /&gt;
&lt;br /&gt;
Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons at the cost of being heavier. The &#039;Quenchguns&#039; foundry project will grant all Gauss primary weapons a +1 penetration bonus against all units, which helps make Gauss weapons even more effective. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:240px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 6&lt;br /&gt;
 Bonus Stats: +0.6 weight&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pulse Lasers ====&lt;br /&gt;
&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse lasers are simply a refinement on Beam lasers, dealing more damage as a bonus. They use the same visuals as XCOM-built laser weaponry from vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:680px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 6&lt;br /&gt;
 Bonus Stats: +15 aim, +30 crit&lt;br /&gt;
 Note: Pistol gains more crit but no aim&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Plasma ====&lt;br /&gt;
&lt;br /&gt;
Plasma weapons remain the most powerful weapons available to XCOM, and have had their unique bonuses increased. They are also impervious to damage or destruction so commanders can feel safe bringing them on late game missions. However, Plasma weapons now have a significant meld cost and require UFO power sources in their construction, they also take longer to research. However, you no longer need to capture Aliens and recover their weapons in order to manufacture Plasma weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 8&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma-Specific Bonuses:&#039;&#039;&#039;&lt;br /&gt;
*Plasma Rifle: Grants &#039;&#039;&#039;Carapace Shredder&#039;&#039;&#039; and &#039;&#039;&#039;Sublimator&#039;&#039;&#039;&lt;br /&gt;
*Plasma Battle Rifle: Grants &#039;&#039;&#039;Panzer Shredder&#039;&#039;&#039;&lt;br /&gt;
*Plasma Carbine: Grants &#039;&#039;&#039;Aerial Shredder&#039;&#039;&#039; and &#039;&#039;&#039;Aerial Tracking&#039;&#039;&#039;&lt;br /&gt;
*Plasma SMG: -0.6 weight, +15 crit&lt;br /&gt;
*Plasma Reflex Cannon (Shotgun): Grants &#039;&#039;&#039;Ether Shredder&#039;&#039;&#039; and &#039;&#039;&#039;Sublimator&#039;&#039;&#039;&lt;br /&gt;
*Plasma Strike Rifle: +2 damage and +20 pen against preoccupied targets&lt;br /&gt;
*Plasma Sniper Rifle: +2 dmg and +20 pen on reaction shots or shots at targets not protected by cover&lt;br /&gt;
*Plasma Novagun (SAW): +12 damage against targets at full HP&lt;br /&gt;
*Plasma Dragon (LMG): +3 damage to Suppressive Fire&lt;br /&gt;
*Plasma Particle Cannon (MEC): +4 damage against Mechanical&lt;br /&gt;
*Plasma Autocannon (SHIV): +15 aim, +15 crit&lt;br /&gt;
*Plasma Vulcan (SHIV): +1.3 mobility&lt;br /&gt;
*Plasma Pistol: +2 damage against biologic units&lt;br /&gt;
*Plasma Autopistol: +3 crit damage&lt;br /&gt;
&lt;br /&gt;
=== Weapon Classes ===&lt;br /&gt;
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 600px; text-align: center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | Weapon &lt;br /&gt;
! style=&amp;quot;padding: 4px 15px;&amp;quot; | Base Damage&lt;br /&gt;
|-&lt;br /&gt;
|Vulcan Cannons&lt;br /&gt;
| 250%&lt;br /&gt;
|-&lt;br /&gt;
|LMGs, Autocannons, and MEC Weapons &lt;br /&gt;
| 200%&lt;br /&gt;
|- &lt;br /&gt;
|Shotguns, SAWs and Sniper Rifles &lt;br /&gt;
| 150%&lt;br /&gt;
|- &lt;br /&gt;
|Battle Rifles and Strike Rifles &lt;br /&gt;
| 125%&lt;br /&gt;
|- &lt;br /&gt;
|Assault Rifles &lt;br /&gt;
| 100%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Carbines, SMGs, Pistols and Machine Pistols &lt;br /&gt;
| 75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
===Assault Rifles===&lt;br /&gt;
Assault Rifles are the baseline rifle, providing a decent balance of weight, accuracy and firepower. Their base ammo is 4 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Assault Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
|2.6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)&lt;br /&gt;
&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
|2.6&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)&lt;br /&gt;
|40%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
|3.3&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
|38&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
|2.6&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
|50%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
|2.6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;Carapace [[Other_Abilities_(LWR)#Shred|Shredder]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Sublimator|Sublimator]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]&lt;br /&gt;
|125&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
| 1 UFO Power Source &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|62&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Battle Rifles===&lt;br /&gt;
Battle Rifles are heavier versions of Assault Rifles. They trade mobility and ammo capacity for increased damage output. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
|3.3&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
| +5 penetration&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Battle Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
|3.3&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
| +5 penetration&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Battle Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
|4.0&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
| +10 penetration&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
|38&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Battle Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
|3.3&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)&lt;br /&gt;
|30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
| +10 penetration&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Battle Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
|3.3&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;Panzer [[Other_Abilities_(LWR)#Shred|Shredder]]&#039;&#039;&#039;&amp;lt;br&amp;gt;+5 penetration&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]&lt;br /&gt;
|125&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|62&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles focusing more on aim and mobility. They are light-weight and have higher aim but deal reduced damage. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 75%. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Assault Carbine&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
|2.0&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;Aerial Precision&#039;&#039;&#039;: +30 crit and +50% crit damage vs airborne&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Carbine&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
|2.0&lt;br /&gt;
| +25&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)&lt;br /&gt;
|40%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;Aerial Precision&#039;&#039;&#039;: +30 crit and +50% crit damage vs airborne&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Carbine&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
|2.0&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)&lt;br /&gt;
|45%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;Aerial Precision&#039;&#039;&#039;: +30 crit and +50% crit damage vs airborne&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
|2.0&lt;br /&gt;
| +30&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)&lt;br /&gt;
|75%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;Aerial Precision&#039;&#039;&#039;: +30 crit and +50% crit damage vs airborne&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]&lt;br /&gt;
|63&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Carbine&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers&lt;br /&gt;
|2.0&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;Aerial Precision&#039;&#039;&#039;: +30 crit and +50% crit damage vs airborne&amp;lt;br&amp;gt;Grants &#039;&#039;&#039;Aerial [[Other_Abilities_(LWR)#Shred|Shredder]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants &#039;&#039;&#039;Aerial Tracking&#039;&#039;&#039;: Ignores the defense from flying&amp;lt;br&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Light Plasma Weapons]]&lt;br /&gt;
|120&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|160&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|60&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SMGs===&lt;br /&gt;
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They are light-weight and have high crit damage. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}} &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:SMG Long War.png|128px|SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;SMG&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners, and Rocketeers&lt;br /&gt;
|2.0&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)&lt;br /&gt;
|50%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants +150% crit damage&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser SMG&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners, and Rocketeers&lt;br /&gt;
|2.0&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)&lt;br /&gt;
|70%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants +150% crit damage&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss SMG&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners, and Rocketeers&lt;br /&gt;
|2.0&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)&lt;br /&gt;
|65%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants +150% crit damage&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse SMG&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners, and Rocketeers&lt;br /&gt;
|2.0&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)&lt;br /&gt;
|95%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants +150% crit damage&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]&lt;br /&gt;
|63&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma SMG&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners, and Rocketeers&lt;br /&gt;
|1.3&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
|65%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants +150% crit damage&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Light Plasma Weapons]]&lt;br /&gt;
|120&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|160&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|60&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotguns===&lt;br /&gt;
Shotguns have limited range but high damage against non-[[Abilities List (LWR)#Hardened|&#039;&#039;&#039;Hardened&#039;&#039;&#039;]] targets. Their low base crit chances are offset by proximity/flanking bonuses due to [[Other Abilities (LWR)#Pinpoint Accuracy|&#039;&#039;&#039;Pinpoint Accuracy&#039;&#039;&#039;]]. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shotgun Long War.png|128px|Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Shotgun&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
|3.3&lt;br /&gt;
| -20&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|[[Abilities List (LWR)#Hardened|&#039;&#039;&#039;Hardened&#039;&#039;&#039;]] grants 50% DR vs this weapon&amp;lt;br&amp;gt;Hits count as 3 [[Other Abilities (LWR)#Instance of Damage|instances of damage]]&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Scattershot&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
|3.3&lt;br /&gt;
| -10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|[[Abilities List (LWR)#Hardened|&#039;&#039;&#039;Hardened&#039;&#039;&#039;]] grants 50% DR vs this weapon&amp;lt;br&amp;gt;Hits count as 3 [[Other Abilities (LWR)#Instance of Damage|instances of damage]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
|18&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Alloy Cannon&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
|4.0&lt;br /&gt;
| -20&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|[[Abilities List (LWR)#Hardened|&#039;&#039;&#039;Hardened&#039;&#039;&#039;]] grants 50% DR vs this weapon&amp;lt;br&amp;gt;Hits count as 3 [[Other Abilities (LWR)#Instance of Damage|instances of damage]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
|40&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Scattershot&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
|3.3&lt;br /&gt;
| -5&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)&lt;br /&gt;
|30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|[[Abilities List (LWR)#Hardened|&#039;&#039;&#039;Hardened&#039;&#039;&#039;]] grants 50% DR vs this weapon&amp;lt;br&amp;gt;Hits count as 3 [[Other Abilities (LWR)#Instance of Damage|instances of damage]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Reflex Cannon&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
|3.3&lt;br /&gt;
| -20&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;Ether&#039;&#039;&#039; [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Sublimator|Sublimator]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Hits count as 3 [[Other Abilities (LWR)#Instance of Damage|instances of damage]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]&lt;br /&gt;
|132&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|76&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SAWs===&lt;br /&gt;
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to aim, mobility and crit. They cannot be steadied unless paired with [[Equipment#Weapon Attachment|Alloy Bipod]]. SAWs grant the [[Abilities List (LWR)#Bulletstorm|Bulletstorm]], [[Abilities List (LWR)#Burst|Burst]], and [[Abilities List (LWR)#Shredder|Shredder]] abilities. Their base ammo is 5 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SAW Long War.png|128px|SAW]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;SAW&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
|4.0&lt;br /&gt;
| -10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
| -30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Autorifle&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
|4.0&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
| -10%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]&lt;br /&gt;
|18&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Autorifle&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
|4.6&lt;br /&gt;
| -10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)&lt;br /&gt;
| -30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]&lt;br /&gt;
|38&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Autolaser&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
|4.0&lt;br /&gt;
| 5&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)&lt;br /&gt;
| 0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Novagun&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
|4.0&lt;br /&gt;
| -10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
| -30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
| +4 damage against targets at full HP&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]&lt;br /&gt;
|128&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|80&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LMGs===&lt;br /&gt;
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have greater damage, ammo, and provide [[Abilities List (LWR)#Bulletstorm|Bulletstorm]], [[Abilities List (LWR)#Danger Zone|Danger Zone]], [[Abilities List (LWR)#Burst|Burst]], and [[Abilities List (LWR)#Shredder|Shredder]] abilities; but have even less mobility, aim, crit, and remove a small equipment slot. They cannot be steadied unless paired with [[Equipment#Weapon Attachment|Alloy Bipod]]. Their base ammo is 5 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:LMG Long War.png|128px|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;LMG&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
|4.6&lt;br /&gt;
| -30&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)&lt;br /&gt;
| -50%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
| -1 small equipment slot&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gatling Laser Long War.png|128px|Laser Gattler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Gattler&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
|4.6&lt;br /&gt;
| -20&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)&lt;br /&gt;
| -30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
| -1 small equipment slot&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;+0.4 radius to &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]&lt;br /&gt;
|18&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Machine Gun&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
|5.3&lt;br /&gt;
| -30&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
| -50%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
| -1 small equipment slot&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]&lt;br /&gt;
|45&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|Pulse Gattler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Gattler&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
|4.6&lt;br /&gt;
| -15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
| -20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
| -1 small equipment slot&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;+0.4 radius to &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]&lt;br /&gt;
|70&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Dragon&#039;&#039;&#039;&lt;br /&gt;
|Gunners&lt;br /&gt;
|4.6&lt;br /&gt;
| -30&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)&lt;br /&gt;
| -50%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|5&lt;br /&gt;
|18&lt;br /&gt;
| +3 damage to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppression|Suppressive Fire]]&#039;&#039;&#039;&amp;lt;br&amp;gt;-1 small equipment slot&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Bulletstorm|Bulletstorm]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Shredder|Shredder]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]&lt;br /&gt;
|135&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|82&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strike Rifles===&lt;br /&gt;
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. They support [[Abilities List (LWR)#Squadsight|Squadsight]], meaning Snipers can always fire at long ranges and Scouts can with the help of a Marksman Scope. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-20 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Strike Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&amp;lt;br /&amp;gt;Scouts&lt;br /&gt;
|3.3&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
|Can be steadied&amp;lt;br&amp;gt;+10 penetration&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Strike Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&amp;lt;br /&amp;gt;Scouts&lt;br /&gt;
|3.3&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)&lt;br /&gt;
|40%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
|Can be steadied&amp;lt;br&amp;gt;+10 penetration&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]&lt;br /&gt;
|18&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Strike Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&amp;lt;br /&amp;gt;Scouts&lt;br /&gt;
|4.0&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
|Can be steadied&amp;lt;br&amp;gt;+15 penetration&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]&lt;br /&gt;
|45&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Strike Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&amp;lt;br /&amp;gt;Scouts&lt;br /&gt;
|3.3&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)&lt;br /&gt;
|50%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
|Can be steadied&amp;lt;br&amp;gt;+15 penetration&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]&lt;br /&gt;
|67&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Strike Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&amp;lt;br /&amp;gt;Scouts&lt;br /&gt;
|3.3&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
| +2 damage and +20 pen vs preoccupied targets&amp;lt;br&amp;gt;Can be steadied&amp;lt;br&amp;gt;+10 penetration&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Precision Plasma Weapons]]&lt;br /&gt;
|132&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|76&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are only available to Snipers. Regular shots that operate at [[Abilities List (LWR)#Squadsight|Squadsight]] ranges and have lower Squadsight penalties (2 aim per tile instead of 5).  Note that reaction shots do not fire at Squadsight ranges. Sniper Rifles require 2 AP to fire, and thus cannot be used after moving or performing any other costly action. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-20 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&lt;br /&gt;
|4.0&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
|Reduces squadsight penalty to -2 aim/tile&amp;lt;br&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+15 penetration&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Sniper Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&lt;br /&gt;
|4.0&lt;br /&gt;
| +20&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)&lt;br /&gt;
|40%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
|Reduces squadsight penalty to -2 aim/tile&amp;lt;br&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+15 penetration&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]&lt;br /&gt;
|18&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Long Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&lt;br /&gt;
|4.6&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
|Reduces squadsight penalty to -2 aim/tile&amp;lt;br&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+15 penetration&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]&lt;br /&gt;
|45&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Sniper Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&lt;br /&gt;
|4.0&lt;br /&gt;
| +25&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)&lt;br /&gt;
|50%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
|Reduces squadsight penalty to -2 aim/tile&amp;lt;br&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+15 penetration&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Sniper Rifle&#039;&#039;&#039;&lt;br /&gt;
|Snipers&lt;br /&gt;
|4.0&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|130&lt;br /&gt;
| +2 dmg and +20 pen on reaction/steady shots and targets not protected by cover&amp;lt;br&amp;gt;Reduces squadsight penalty to -2 aim/tile&amp;lt;br&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+15 penetration&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Precision Plasma Weapons]]&lt;br /&gt;
|135&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|78&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MEC Weapons===&lt;br /&gt;
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don&#039;t have much crit chance, but deal heavy damage tied with SHIV autocannons. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Minigun Long War.png|128px|Minigun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Minigun&#039;&#039;&#039;&lt;br /&gt;
|MECs&lt;br /&gt;
|2.6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Lance Long War.png|128px|Laser Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Lance&#039;&#039;&#039;&lt;br /&gt;
|MECs&lt;br /&gt;
|2.6&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|20&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|225&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Railgun Long War.png|128px|Gauss Railgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Railgun&#039;&#039;&#039;&lt;br /&gt;
|MECs&lt;br /&gt;
|3.3&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|45&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Lance&#039;&#039;&#039;&lt;br /&gt;
|MECs&lt;br /&gt;
|2.6&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
|30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|Plasma Particle Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Particle Cannon&#039;&#039;&#039;&lt;br /&gt;
|MECs&lt;br /&gt;
|2.6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|3&lt;br /&gt;
|18&lt;br /&gt;
|Can be steadied&amp;lt;br /&amp;gt;+4 damage to mechanical targets&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|135&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|900&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|82&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Autocannons===&lt;br /&gt;
Autocannons are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal heavy damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different SHIV configurations. Their base ammo capacity is 2, and their base damage is 200%. Autocannons gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autocannon Long War.png|128px|Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Autocannon&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|2.6&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Autocannon&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|2.6&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
||[[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
|20&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Sentry Gun&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|3.3&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
||[[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
|40&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Autocannon&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|2.6&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)&lt;br /&gt;
|30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
||[[Research (LWR)#Offensive Tech|Pulse Lasers]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Autocannon&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|2.6&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)&lt;br /&gt;
|15%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
||[[Research (LWR)#Offensive Tech|Vehicular Plasma Weapons]]&lt;br /&gt;
|130&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|82&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Vulcan Cannons===&lt;br /&gt;
Vulcan Cannons are heavier Autocannons also only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal the heaviest damage, but suffer from long range aim penalties and heavier weight. Their base ammo capacity is 2, and their base damage is 250%. Vulcan Cannons gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autocannon Long War.png|128px|Vulcan Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Vulcan Cannon&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|3.3&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Laser Long War.png|128px|Laser Vulcan]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Vulcan&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|3.3&lt;br /&gt;
| +10&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
||[[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
|20&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|Gauss Vulcan]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Vulcan&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|4.0&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|15&amp;lt;br&amp;gt;(13-17)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
||[[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
|40&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|Pulse Vulcan]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Vulcan&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|3.3&lt;br /&gt;
| +15&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|15&amp;lt;br&amp;gt;(13-17)&lt;br /&gt;
|30%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
||[[Research (LWR)#Offensive Tech|Pulse Lasers]]&lt;br /&gt;
|65&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|Plasma Vulcan]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Vulcan&#039;&#039;&#039;&lt;br /&gt;
|SHIVs&lt;br /&gt;
|2.0&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|20&amp;lt;br&amp;gt;(17-23)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;quot;|2&lt;br /&gt;
|18&lt;br /&gt;
|Grants [[Abilities List (LWR)#Burst|Burst]]&lt;br /&gt;
||[[Research (LWR)#Offensive Tech|Vehicular Plasma Weapons]]&lt;br /&gt;
|130&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&lt;br /&gt;
|1 UFO Power Source&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|82&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc Primary Weapons ===&lt;br /&gt;
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage and penetration against mechanical units. The Stun Rifle is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 100/92/80% chances respectively. The Elerium Batteries foundry project improves this further. In addition, failed stuns on aliens at or below 4 HP will [[Other Abilities (LWR)#Maim|Maim]]. The Elerium Batteries foundry project also grants an extra ammo to both weapons. Arc Rifles lose aim for being in close proximity (-20 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Charges&amp;quot;|Charges &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
|2.6&lt;br /&gt;
| +15 vs mech&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|2 (1-3) vs bio&amp;lt;br&amp;gt;7&amp;amp;nbsp;(6-8) vs mech&lt;br /&gt;
|title=&amp;quot;Amount of charges&amp;amp;#10;(Amount with the Elerium Batteries foundry project)&amp;quot;|2&amp;lt;br&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Has &#039;&#039;&#039;[[Other_Abilities_(LWR)#Overload|Overload]]&#039;&#039;&#039;&amp;lt;br&amp;gt;+80 Penetration vs mech&amp;lt;br&amp;gt;Cannot critically hit&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied&lt;br /&gt;
|[[Research (LWR)#Main Tech|Alien Circuitry]]&lt;br /&gt;
|10&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Stun Rifle&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners&lt;br /&gt;
|4.6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Elerium Batteries foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|4&lt;br /&gt;
|[[Other_Abilities_(LWR)#Stun|&#039;&#039;&#039;Stuns&#039;&#039;&#039;]] autopsied biologic aliens&amp;lt;br/&amp;gt;-1 small equipment slot&lt;br /&gt;
|[[Research (LWR)#Main Tech|Xenobiology]]&lt;br /&gt;
|10&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for Ballistic, Gauss and Plasma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units that cannot use secondary weapons&#039;&#039;&#039;: Privates, Gunners, and SHIVs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units that cannot use sidearms and have unique secondary weapons&#039;&#039;&#039;: Rocketeers and MECs&lt;br /&gt;
&lt;br /&gt;
All sidearms grant the &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
===Pistols=== &lt;br /&gt;
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). [[Abilities List (LWR)#Ranger|Ranger]] eliminates the far range penalty.&lt;br /&gt;
&lt;br /&gt;
There are no basic Pistol equivalents for the Gauss tier.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pistol Long War.png|128px|Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pistol&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Gunners, Rocketeers&lt;br /&gt;
|Weightless&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Gunners, Rocketeers&lt;br /&gt;
|Weightless&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)&lt;br /&gt;
|40%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Beam Lasers]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Blaster Long War.png|128px|Pulse Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Pistol&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Gunners, Rocketeers&lt;br /&gt;
|Weightless&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br /&amp;gt;(3-5)&lt;br /&gt;
|80%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Pulse Lasers]]&lt;br /&gt;
|60&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|24&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Gunners, Rocketeers&lt;br /&gt;
|Weightless&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)&lt;br /&gt;
|0%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
| +2 damage vs biologic units&amp;lt;br&amp;gt;Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Compact Plasma Weapons]]&lt;br /&gt;
|120&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|60&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Autopistols=== &lt;br /&gt;
Autopistols grant increased base damage during critical hits in exchange for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). [[Abilities List (LWR)#Ranger|Ranger]] eliminates the far range penalty.&lt;br /&gt;
&lt;br /&gt;
There are no Autopistol equivalents for either Laser tier.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;  {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Machine Autopistol&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Gunners, Rocketeers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)&lt;br /&gt;
|15%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +70% crit damage&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Autopistol&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Gunners, Rocketeers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br /&amp;gt;(3-5)&lt;br /&gt;
|20%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +70% crit damage&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Gauss Weapons]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Autopistol&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Gunners, Rocketeers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)&lt;br /&gt;
|15%&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +100% crit damage&lt;br /&gt;
|[[Research (LWR)#Offensive Tech|Compact Plasma Weapons]]&lt;br /&gt;
|120&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|60&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc Pistol===&lt;br /&gt;
The Arc Pistol is similar to its Arc Rifle counterpart, dealing less damage but with the properties of a pistol, making it effective at close ranges instead of long ranges. Arc Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10). [[Abilities List (LWR)#Ranger|Ranger]] eliminates the far range penalty.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; title=&amp;quot;Charges&amp;quot;|Charges &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heater Long War.png|128px|Arc Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Arc Pistol&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Gunners, Rocketeers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|1 vs bio&amp;lt;br&amp;gt; 5 (4-6) vs mech&lt;br /&gt;
|title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Elerium Batteries foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)&lt;br /&gt;
|18&lt;br /&gt;
|Has &#039;&#039;&#039;[[Other_Abilities_(LWR)#Overload|Overload]]&#039;&#039;&#039;&amp;lt;br&amp;gt;+50 Penetration vs mech&amp;lt;br&amp;gt;Cannot Critically Hit&amp;lt;br&amp;gt;Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&lt;br /&gt;
|[[Research (LWR)#Main Tech|Alien Circuitry]]&lt;br /&gt;
|15&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sawed-off Shotgun===&lt;br /&gt;
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon. It is useful for soldiers that need a powerful and accurate close-range weapon to defend themselves in a pinch, but won&#039;t fare as well in prolonged firefights at range. It receives a +3 damage upgrade with the Foundry project &#039;&#039;Quenchguns&#039;&#039;, bringing it up to Gauss-tier damage. It has 1 ammo, and deals 150% damage. Sawed-off Shotguns gain aim for being in close proximity (+10 aim per tile closer than 10) and lose aim for being in far proximity (-10 aim per tile further than 10, and additional -5 aim per tile further than 10 for being a sidearm). [[Abilities List (LWR)#Ranger|Ranger]] eliminates the sidearm far range penalty.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weight (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (Long War)}}&lt;br /&gt;
|{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;&lt;br /&gt;
|All biosoldiers except:&amp;lt;br /&amp;gt;Snipers, Gunners, Rocketeers&lt;br /&gt;
|0.6&lt;br /&gt;
|title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6 (5-7)&amp;lt;br&amp;gt;Upgrades to 9 (8-10)&lt;br /&gt;
|1&lt;br /&gt;
|18&lt;br /&gt;
&lt;br /&gt;
|[[Abilities List (LWR)#Hardened|&#039;&#039;&#039;Hardened&#039;&#039;&#039;]] grants 50% DR vs this weapon&amp;lt;br&amp;gt;Hits count as 3 [[Other Abilities (LWR)#Instance of Damage|instances of damage]]&lt;br /&gt;
|3&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|8&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Loadout (LWR)]]&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=125301</id>
		<title>Other Abilities (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=125301"/>
		<updated>2025-11-29T23:56:14Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Cap==&lt;br /&gt;
&lt;br /&gt;
Critical hit chance (otherwise known as &#039;Crit&#039;) is capped at the current hit chance. This means that a soldier with 50 crit and a 20% chance to hit will only have a 20% chance to crit due to the Accuracy Cap.&lt;br /&gt;
&lt;br /&gt;
== Air Strikes ==&lt;br /&gt;
&lt;br /&gt;
If you are fighting in a country that has some country defense, they may offer the officer on your squad the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The formula to calculate the percent chance a country will offer you an Air Strike is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 220px;&amp;quot;&amp;gt;&lt;br /&gt;
 20 + Country Defense / 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve made the offer, the officer on your squad gets the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;. This can only occur once per mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Strikes&#039;&#039;&#039; will occur at the end of the turn they are called, and will bombard all enemies that are active and visible from above with multiple explosions.&lt;br /&gt;
&lt;br /&gt;
Each enemy has 20 chances to be struck by an explosion. The chance for each explosion to strike is x%, where x is how many opportunities have been calculated. For example, the first chance is 1%, the second is 2%, ..., the last explosion is a 20% chance (about 90% chance in total for at least 1 explosion).&lt;br /&gt;
&lt;br /&gt;
Each explosion deals 3-6 damage + 10% of the target&#039;s max hp in a 2-tile radius, with damage falloff like other explosives (50% damage at the periphery). The explosions will land within a 6-tile radius of the targeted enemy, using the same mechanic as rocket scatter (6 tiles being the maximum distance, but most explosions will land in a significantly smaller area of around 3 tiles).&lt;br /&gt;
&lt;br /&gt;
Because of these mechanics, air strikes tend to be best against enemies that are clustered together, as each enemy will likely take damage from multiple explosions.&lt;br /&gt;
&lt;br /&gt;
== Base DR ==&lt;br /&gt;
&lt;br /&gt;
Any unit that has any &#039;&#039;&#039;Base Damage Resistance&#039;&#039;&#039; (represented in multiples of 20 by grey pips on their HP bar or in the F1 panel as a small number next to &#039;&#039;&#039;Total DR&#039;&#039;&#039;) will have it reduced as their &#039;&#039;&#039;armor HP&#039;&#039;&#039; declines. Specifically, the percent of base DR removed is equal to the square root of the percent of armor HP lost (for example, with 50% armor HP lost, the base DR is reduced by 25%). &lt;br /&gt;
&lt;br /&gt;
This is not to be confused with &#039;&#039;&#039;red fog&#039;&#039;&#039; which only kicks in when the unit has lost all &#039;&#039;&#039;armor HP&#039;&#039;&#039; and has taken at least 1 point of damage to their &#039;&#039;&#039;base HP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with itself (e.g an ability that gives 10 base DR and an armor that gives 20 base DR give the soldier 30 base DR total). &lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with other forms of &#039;&#039;&#039;Percentage DR&#039;&#039;&#039; to calculate &#039;&#039;&#039;Total DR&#039;&#039;&#039;.  &#039;&#039;&#039;Total DR&#039;&#039;&#039; is represented by a grey shield to the left of their HP bar and in the F1 panel as a large yellow number.&lt;br /&gt;
&lt;br /&gt;
[[File:BaseDRLWR.png]]&lt;br /&gt;
&lt;br /&gt;
== Berserk ==&lt;br /&gt;
&lt;br /&gt;
If multiple XCOM soldiers have died, are bleeding out, or are stabilized, all other non-SHIV members that are idle gain the ability to go &#039;&#039;&#039;Berserk&#039;&#039;&#039;. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn effects from occurring such as enrage, fatigued, and exhausted. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Berserk = &#039;&#039;&#039;0.5%&#039;&#039;&#039; * &#039;&#039;&#039;# of dead&#039;&#039;&#039; * &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A berserked unit will enter an &#039;&#039;&#039;[[Other_Abilities_(LWR)#Enrage|enraged]]&#039;&#039;&#039; state, reloads if their ammo isn&#039;t full, may move towards the nearest enemy, may fire a shot (at +100 aim), and after done, will still be enraged with 2 APs ready to go.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
&lt;br /&gt;
Critical hits have a chance to cause bleeding equal to &#039;&#039;&#039;the percent of total HP the unit lost from the attack&#039;&#039;&#039; (halved if the target has some armor HP left).&lt;br /&gt;
&lt;br /&gt;
Bleeding units receive damage at the end of each turn equal to:&lt;br /&gt;
 Stacks_of_Bleed * (1 + 20% of max base HP)&lt;br /&gt;
&lt;br /&gt;
This only occurs if they have performed an action (except for hunker or combat readiness) that turn.&lt;br /&gt;
&lt;br /&gt;
Bleeding can stack, and each bleed stack doubles, triples, etc. the damage.&lt;br /&gt;
&lt;br /&gt;
Bleeding can be removed by any active heal.&lt;br /&gt;
&lt;br /&gt;
Robotic Units are immune to bleed.&lt;br /&gt;
&lt;br /&gt;
==Bleed Out==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to &#039;&#039;&#039;Bleed Out&#039;&#039;&#039; for 2-4 turns (turns can be increased with a &#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; or the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod). At the start of each XCOM turn, the timer is reduced, so often a 2 turn bleed out will only give XCOM 1 turn to react.&lt;br /&gt;
&lt;br /&gt;
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 470px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; = 10% * (Max_Base_HP - Overkill_Damage)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; is clamped between 0% and 90%.&lt;br /&gt;
&lt;br /&gt;
A soldier with the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod will always bleed out the first time their health reaches 0 each battle.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;Bleeding Out&#039;&#039;&#039;, a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 0 AP) by a medic with both a medikit and the &#039;&#039;&#039;Savior&#039;&#039;&#039; perk. If a soldier&#039;s &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; expires, the soldier will die.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; is normally invisible but is visible if the unit bleeding out has a respirator implant.&lt;br /&gt;
&lt;br /&gt;
If the mission ends in a victory, any soldier bleeding out or stabilized will survive.&lt;br /&gt;
&lt;br /&gt;
If the mission is abandoned, only soldiers bleeding out or stabilized in the drop zone will survive.&lt;br /&gt;
&lt;br /&gt;
If the bleeding out soldier has a medikit, another soldier can use it to stabilize or revive them by moving within two tiles and pressing &#039;&#039;&#039;J&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Boosting ==&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, soldiers have the ability to help other units (including SHIVs and MECs) scale heights by boosting.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;&#039;boost&#039;&#039;&#039; a unit, hunker two units adjacent to it on both sides. The unit must be idle, in cover, and have some remaining AP. Once boosted, that soldier will gain the ability to scamper up any adjacent height a short distance. After the scamper the boosted soldier will regain any AP they already used so they can act with 2 AP.&lt;br /&gt;
&lt;br /&gt;
[[File:BoostLWR.png]]&lt;br /&gt;
&lt;br /&gt;
==Combat Readiness==&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit ends the turn with an action point remaining and is &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle]]&#039;&#039;&#039; it activates &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 +0.6 mobility, +10 aim, +10 will, +5 penetration to all attacks, +25% &#039;&#039;&#039;[[Other_Abilities_(LWR)#Graze|graze]]&#039;&#039;&#039; chance, and -20% rocket scatter until the end of the unit&#039;s next turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each mission, all XCOM soldiers start with Combat Readiness. It can activate automatically on XCOM through the [[Other_Abilities_(LWR)#Heat_of_Battle|&#039;&#039;&#039;Heat of Battle&#039;&#039;&#039;]] mechanic, especially when XCOM is engaging many enemies. You can also press &amp;quot;J&amp;quot; (see [[New_Hotkeys_(LWR)#Functional|&#039;&#039;&#039;Hotkeys&#039;&#039;&#039;]]) to manually activate the ability on a single soldier (activating Combat Readiness also reveals units within 4 tiles and will not reveal the activating unit if they are hidden). It cannot be activated if the unit is not idle (e.g. suppressed). Combat Readiness wears off at the end of the unit&#039;s next turn.&lt;br /&gt;
&lt;br /&gt;
Aliens in [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] enemy pods and enemies that start their turn out of line of sight of XCOM units also have a chance to receive Combat Readiness. &lt;br /&gt;
&lt;br /&gt;
Units that lose their [[Other_Abilities_(LWR)#Steady_Weapon|&#039;&#039;&#039;Steadied Weapon&#039;&#039;&#039;]] because they can&#039;t see any enemies at the beginning or end of their turn will gain the Combat Readiness bonus.&lt;br /&gt;
&lt;br /&gt;
==Concussive Blast==&lt;br /&gt;
&lt;br /&gt;
All explosive damage has the following effects:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 750px;&amp;quot;&amp;gt; &lt;br /&gt;
 1) Clears overwatch &lt;br /&gt;
&lt;br /&gt;
 2) Chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Disoriented|disorient]]&#039;&#039;&#039; equal to the percent of their &#039;&#039;&#039;max base HP&#039;&#039;&#039; they lost to the explosion&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corrosion ==&lt;br /&gt;
&lt;br /&gt;
Acid grenades, acid spit, and certain melee attacks can apply the &#039;&#039;&#039;Corrosion&#039;&#039;&#039; effect:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Disables passive healing, reduces base DR by 50%, strips 2 + 10% of armor HP at the start of the turn, -20% aim, -20% mobility, and -20% range for AoE attacks; lasts 3 turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The easiest way to remove corrosion is through the use of a medikit (biosoldiers only) or an engineer. Certain platings can reduce the length of corrosion to 1 turn (from 3).&lt;br /&gt;
&lt;br /&gt;
== Dash ==&lt;br /&gt;
&lt;br /&gt;
When a unit (alien or XCOM) spends both APs to move at the same time (a &#039;yellow&#039; move) this is called &#039;&#039;&#039;dashing&#039;&#039;&#039; and increases movement by 20%. Thus, a unit that dashes will be able to cover 2.4x its mobility in tiles.&lt;br /&gt;
&lt;br /&gt;
As well, when dashing, units will have 30 more defense against reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Defuse ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all units (including SHIVs). It allows them to &#039;&#039;&#039;defuse&#039;&#039;&#039; bombs. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; soldiers as they defuse the bomb. At the beginning of their next turn they will finish &#039;&#039;&#039;defusing&#039;&#039;&#039; the bomb at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
== Disoriented ==&lt;br /&gt;
&lt;br /&gt;
Non-mechanical units hit by concussion grenades will become &#039;&#039;&#039;Disoriented&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1050px;&amp;quot;&amp;gt;&lt;br /&gt;
 -15 defense, -30 will, -60 aim, -60% mobility/ability range, -60% melee damage, +60% scatter, lasts through 1 enemy turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some grenades and other abilities can also cause &#039;&#039;&#039;Disorientation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== End-in-Idle ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action is any action where the unit that performs the action is [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] after the action.  See [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Enrage==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
If multiple soldiers on XCOM&#039;s team have died, are bleeding out, or are stabilized, all other non-SHIV members gain the ability to &#039;&#039;&#039;Enrage&#039;&#039;&#039;. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Enrage = &#039;&#039;&#039;2%&#039;&#039;&#039; * &#039;&#039;&#039;# of dead&#039;&#039;&#039; * &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enraged soldier:&lt;br /&gt;
&lt;br /&gt;
- Deals +100% weapon damage&lt;br /&gt;
&lt;br /&gt;
- Gains +100% mobility&lt;br /&gt;
&lt;br /&gt;
- Gains +100% throw range&lt;br /&gt;
&lt;br /&gt;
- Can reload for 1 AP&lt;br /&gt;
&lt;br /&gt;
- Is immune to triggering non-suppression reaction fire&lt;br /&gt;
&lt;br /&gt;
- Is immune to panic&lt;br /&gt;
&lt;br /&gt;
- Is immune to countercharge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt;[[Image:Enrage.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Enraged soldiers can be identified because their AP pips will have turned red.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elevated Position ==&lt;br /&gt;
&lt;br /&gt;
Units at a higher altitude than an enemy receive the following benefits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 +5 aim and defense per tile higher (Capped at +30 aim and defense)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Flying units receive the max (+30) defense bonus regardless of their height relative to an enemy&lt;br /&gt;
&lt;br /&gt;
== Exposed ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposed&#039;&#039;&#039; units are more vulnerable and shots against them have +50 critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Units not protected by cover are considered &#039;&#039;&#039;Exposed&#039;&#039;&#039;. This also means that any unit that is &#039;&#039;&#039;Exposed&#039;&#039;&#039; will not be receiving any benefits from their cover. &lt;br /&gt;
&lt;br /&gt;
Flanking a target or destroying its cover is an effective method of &#039;&#039;&#039;Exposing&#039;&#039;&#039; a target.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hardened&#039;&#039;&#039; perk prevents a unit from being exposed, regardless of cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flying&#039;&#039;&#039; units and &#039;&#039;&#039;Non-Hardened&#039;&#039;&#039; units (while technically exposed) do not have increased critical hit chance against them for being exposed. However, perks or abilities that require exposure will still work against flying units.&lt;br /&gt;
&lt;br /&gt;
== Fatigued and Exhausted ==&lt;br /&gt;
&lt;br /&gt;
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each of their turns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px; width: 100px;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Effect&lt;br /&gt;
! Chance (Modified by Campaign Length)&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|| Fatigued&lt;br /&gt;
|| 1 AP loss&lt;br /&gt;
|| 1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|- &lt;br /&gt;
|| Exhausted&lt;br /&gt;
|| 2 AP loss&lt;br /&gt;
|| 0.1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A NSLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 0.5%/0.05%.&lt;br /&gt;
&lt;br /&gt;
A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 2%/0.2%.&lt;br /&gt;
&lt;br /&gt;
An ELW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 4%/0.4%.&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Soldiers with the Archangel or Seraph armors and Hover SHIVs have the &#039;&#039;&#039;Flight&#039;&#039;&#039; ability and a set amount of fuel to power the ability.&lt;br /&gt;
&lt;br /&gt;
Flight consumes 1 fuel per turn while active. Toggling flight on or moving also consumes a fuel. &lt;br /&gt;
&lt;br /&gt;
Units that are flying have their mobility set to 9.3, regardless of what their mobility was on the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Warning&#039;&#039;&#039;: If the pilot is still hovering at 0 fuel, they will be forced to land (and may land in a bad location).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Global Abilities ==&lt;br /&gt;
&lt;br /&gt;
There are a few abilities that do not require line of sight in order to attack enemies, these include: Psychic Storm (Sectoids, Sectoid Commanders, and Ethereals), Mortar Barrage (Mechtoids and Sectopods), Orbital Ray (Drones), and Air Strike (XCOM Commanders).&lt;br /&gt;
&lt;br /&gt;
Aliens will only use a global ability if they have previously seen an XCOM unit or are a Champion unit.&lt;br /&gt;
&lt;br /&gt;
==Grapple==&lt;br /&gt;
&lt;br /&gt;
Units with certain light armors have a grappling hook and gain the &#039;&#039;&#039;Grapple&#039;&#039;&#039; ability. Using the Grapple costs 0 AP and can propel the soldier up to 15 tiles clearing the soldier from all Overwatch. Each armor with the grapple ability has a single use (except for the [[Armor_(LWR)#Light_Armor|&#039;&#039;&#039;Ghost Armor&#039;&#039;&#039;]] which grants 3 uses).&lt;br /&gt;
&lt;br /&gt;
== Graze ==&lt;br /&gt;
&lt;br /&gt;
Any attack that &#039;&#039;&#039;Grazes&#039;&#039;&#039; will deal 50% less damage. This occurs before any damage reduction is taken into consideration (it is a &#039;&#039;target modifier&#039;&#039; in the damage calculation process).&lt;br /&gt;
&lt;br /&gt;
Some abilities turn shots into grazes and some any damage into grazes.&lt;br /&gt;
&lt;br /&gt;
== Hack ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all covert operatives. It allows them to &#039;&#039;&#039;Hack&#039;&#039;&#039; Exalt data relays. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the covert operative as they hack the relay. At the beginning of their next turn they will finish the &#039;&#039;&#039;hack&#039;&#039;&#039; at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Hack&#039;&#039;&#039; begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the &#039;&#039;&#039;Hack&#039;&#039;&#039; the covert operative will also recover sensitive Exalt information from the relay.&lt;br /&gt;
&lt;br /&gt;
== Healing Fatigue ==&lt;br /&gt;
&lt;br /&gt;
Any active heal (medikit, repair, or restorative mist) decreases the effectiveness of any subsequent active heals by 1. This simulates the inability of the nanobots to keep repairing a unit that is more and more damaged.&lt;br /&gt;
&lt;br /&gt;
== Heat of Battle ==&lt;br /&gt;
&lt;br /&gt;
For every enemy in vision at the end of an XCOM soldier&#039;s turn, there is a 5% chance to activate &#039;&#039;&#039;Heat of Battle&#039;&#039;&#039; which automatically grants [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
== Hidden ==&lt;br /&gt;
&lt;br /&gt;
Various abilities can cause a unit to become hidden.  They all work slightly differently but all share these similarities:&lt;br /&gt;
&lt;br /&gt;
1) They cannot be targeted by the opposition&lt;br /&gt;
&lt;br /&gt;
2) They clear the unit from all enemy overwatch&lt;br /&gt;
&lt;br /&gt;
 Hunter (Jaeger) = Cloak: reveals at end of turn and on non-movement actions&lt;br /&gt;
&lt;br /&gt;
 Ghost (Ghost Armor) = Ghosted: reveals at beginning of turn and on any actions or any enemy within 4 tiles&lt;br /&gt;
&lt;br /&gt;
 Shadowed (Shadow Device) = Shadowed: reveals at beginning of turn and on any actions&lt;br /&gt;
&lt;br /&gt;
 Psi Fade / Cloak Screen (Hidden Movement) = Psi Fade / Cloak Screen: reveals based on various criteria listed here: [[Other_Abilities_(LWR)#Hidden Movement|&#039;&#039;&#039;Hidden Movement&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 Stealth (Seeker) = Stealth: reveals on non-movement actions, lasts up to 3 turns&lt;br /&gt;
&lt;br /&gt;
If an XCOM unit is &#039;&#039;&#039;revealed&#039;&#039;&#039; it will trigger any inactivated alien pods that are in sight.&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement ==&lt;br /&gt;
&lt;br /&gt;
 Hidden Movement only occurs on &#039;&#039;&#039;Impossible&#039;&#039;&#039; or higher difficulties. &lt;br /&gt;
&lt;br /&gt;
It occurs when only a single pod is revealed where some members of that pod have one of the following abilities: &amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{ Psi Fade (LWR) | text=1 }}{{ Cloak Screen (LWR) | text=1}} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As well when all active aliens cannot see any XCOM and there are 4 or more active aliens, at the beginning of the alien turn, aliens may also hide.&lt;br /&gt;
&lt;br /&gt;
If there are less than 4 active aliens all aliens hidden from Psi Fade or Cloak Screen will be revealed at the beginning of their turn. &lt;br /&gt;
&lt;br /&gt;
Aliens with active Psi Fade or Cloak Screen will become revealed again if they:&lt;br /&gt;
* Perform a non-movement action&lt;br /&gt;
* Start their turn in sight of an XCOM unit &lt;br /&gt;
* Have an XCOM unit see them exposed (not protected by cover) within 14 tiles&lt;br /&gt;
* Have an XCOM unit see them within 4 tiles&lt;br /&gt;
* Take any damage&lt;br /&gt;
* Are revealed by a revealing ability/device (e.g. battle scanner)&lt;br /&gt;
&lt;br /&gt;
When hidden, the aliens give audio clues about their location. This helps XCOM find them.&lt;br /&gt;
&lt;br /&gt;
As well, proximity sensors and motion trackers can locate hidden aliens on their radars.&lt;br /&gt;
&lt;br /&gt;
== Holo Targeted ==&lt;br /&gt;
&lt;br /&gt;
Units that have been hit by a primary weapon (not during reaction fire) with &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; will become &#039;&#039;&#039;Holo Targeted&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Holo Rounds (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Ground ==&lt;br /&gt;
&lt;br /&gt;
Units that are fighting in their home country gain the &#039;&#039;&#039;Home Ground&#039;&#039;&#039; bonus:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
 +1.3 mobility, +10 aim and +20 will&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunker Down==&lt;br /&gt;
&lt;br /&gt;
Any biosoldier in cover can &#039;&#039;&#039;Hunker Down&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1450px;&amp;quot;&amp;gt;&lt;br /&gt;
 When protected by cover: +30% cover defense, +15% DR, and immunity to critical hits. Reduces sight radius to 0. Unit cannot become combat ready. Does not trigger reaction fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hunkered units will have their base HP color turn grey.&lt;br /&gt;
&lt;br /&gt;
== Idle / Preoccupied ==&lt;br /&gt;
&lt;br /&gt;
Certain abilities vary based on whether or not a unit is &#039;&#039;&#039;idle&#039;&#039;&#039;. Being &#039;&#039;&#039;idle&#039;&#039;&#039; requires the soldier to be doing nothing that could be occupying their attention. The opposite of &#039;&#039;&#039;idle&#039;&#039;&#039; is &#039;&#039;&#039;preoccupied&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some abilities require an action to be an &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action. This simply means that the unit is &#039;&#039;&#039;idle&#039;&#039;&#039; (not &#039;&#039;&#039;preoccupied&#039;&#039;&#039;) after the action is executed.&lt;br /&gt;
&lt;br /&gt;
The following abilities cause a unit to be &#039;&#039;&#039;preoccupied&#039;&#039;&#039; (and thus, not &#039;&#039;&#039;idle&#039;&#039;&#039;):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1070px;&amp;quot;&amp;gt;&lt;br /&gt;
 Overwatching, steadying, hunkering, suppressing, being suppressed, being in One For All, panicking, being disoriented, being critically wounded, being maimed, strangling, being strangled, psychic storming, orbital raying, enthralling, hiding, being unprepared&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Instance of Damage ==&lt;br /&gt;
&lt;br /&gt;
Whenever a unit takes damage from an attack, it receives an instance of damage tick (hits from shotguns count as 3 instances of damage). The instances of damage reset at the end of each turn.  &lt;br /&gt;
&lt;br /&gt;
These instances affect the following abilities:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Abilities_List_(LWR)#Light_.27Em_Up|Light &#039;em Up]], [[Abilities_List_(LWR)#Damage Control|Damage Control]], [[Abilities_List_(LWR)#Unyielding|Unyielding]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And to a lesser extent:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Abilities_List_(LWR)#Hit and Run|Hit and Run]], [[Abilities_List_(LWR)#Tactical Mobility|Tactical Mobility]], [[Abilities_List_(LWR)#Taunt|Taunt]], [[Abilities_List_(LWR)#Psychic Tether|Psychic Tether]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Low Hit Chances ==&lt;br /&gt;
&lt;br /&gt;
In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as &#039;&#039;&#039;aim&#039;&#039;&#039; minus &#039;&#039;&#039;defense&#039;&#039;&#039; equals the &#039;&#039;&#039;hit chance&#039;&#039;&#039;, hit chances below 20% are tapered by half, and those below 10% are tapered again but by 80%. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -45% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the &#039;to hit&#039; in the F1 info screen. Chances that have been tapered by 80% will be colored red beside the &#039;to hit&#039; in the F1 info screen.&lt;br /&gt;
&lt;br /&gt;
The actual formula is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:390px;&amp;quot;&amp;gt;&lt;br /&gt;
 if(iToHit &amp;lt; 20)&lt;br /&gt;
   iToHit += 0.5 * (20 - float(iToHit));&lt;br /&gt;
 if(iToHit &amp;lt; 10)&lt;br /&gt;
   iToHit += 0.8 * (10 - float(iToHit));&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: All final hit chances are still clamped between 1 and 100.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
&lt;br /&gt;
All pistols have the &#039;&#039;&#039;Maim&#039;&#039;&#039; ability: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stun rifles will also Maim targets at or under 4 HP on a failed stun.&lt;br /&gt;
&lt;br /&gt;
Any target that is &#039;&#039;&#039;Maimed&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Skip the next turn and disable reactive abilities (e.g. Close Combat Specialist, Reactive Targeting Sensors, Overwatch)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
&lt;br /&gt;
Weapons with the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability upgrade standard shots to break enemy overwatch and have a chance to &#039;&#039;&#039;disorient&#039;&#039;&#039; units equal to the percent of total HP they lost. The chance is tripled against SHIVs.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Weapons_(LWR)#Arc_Primary_Weapons|Arc Rifle]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Weapons_(LWR)#Arc_Pistol|Arc Pistol]]&#039;&#039;&#039; have the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
== Overwatch ==&lt;br /&gt;
&lt;br /&gt;
Overwatch can only be triggered if the unit has an enemy in sight. Using overwatch will overwatch all units currently in Line of Sight. Overwatching units will fire a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Reaction_Fire|reaction shot]]&#039;&#039;&#039; against any unit that was overwatched and that acts (unless the action is a move of only 1 tile).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1100px;&amp;quot;&amp;gt;&lt;br /&gt;
 Note: The act of going on overwatch triggers a single reaction shot (as opposed to all potential reaction shots).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being hit by an explosive ([[Other_Abilities_(LWR)#Concussive_Blast|Concussive Blast]]) or certain other abilities will clear a unit&#039;s overwatch status.&lt;br /&gt;
&lt;br /&gt;
Any other damage still has a chance to clear a unit&#039;s overwatch status equal to:&lt;br /&gt;
 % Chance to Break OW = 100 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
As an example, a unit on overwatch with 20 max base HP and 5 armor HP that took 10 ballistic damage has a 50% chance to have their overwatch broken.&lt;br /&gt;
&lt;br /&gt;
=== Overwatch Indicators ===&lt;br /&gt;
The HUD icons for aliens will reveal who is overwatching you. A target icon appears at the top right of their alien head in the bottom right of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Overwatchicon.png]]&lt;br /&gt;
&lt;br /&gt;
Aliens will have a red eye icon above their soldier/pawn if they are on overwatch (teal for XCOM).&lt;br /&gt;
&lt;br /&gt;
[[File:Redeyeindicator.png]]&lt;br /&gt;
&lt;br /&gt;
Allies that are in danger of triggering a reaction shot will have a red target icon just to the right of their HP. If they have a cover shield it will overlap the top right of the cover shield.&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
&lt;br /&gt;
All panicked units have a 50% chance to recover each turn. If they are going to recover, they will receive a popup saying they are &#039;&#039;&#039;Regaining Control&#039;&#039;&#039;; otherwise they will remain panicking. A single panic will last a maximum of 2 turns.&lt;br /&gt;
&lt;br /&gt;
There is a 2% chance that any panicked unit will recover immediately.&lt;br /&gt;
&lt;br /&gt;
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking HP damage. Exalt only have a 30% chance of triggering a panic roll when one of their panic events trigger.&lt;br /&gt;
&lt;br /&gt;
Exalt Chances to Panic:&lt;br /&gt;
*30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
*30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
*30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
XCOM Chances to Panic:&lt;br /&gt;
*They are hit for more than 50% of their remaining health and have lost some base HP (30 will test)&lt;br /&gt;
&lt;br /&gt;
== Penetration ==&lt;br /&gt;
&lt;br /&gt;
Units with penetration will do more damage to units with a form of damage resistance. Specifically, after DR is calculated, for every 1 point of penetration the DR is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
Units can gain penetration through various perks, weapons, and equipment.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Damage (LWR)#Damage_Calculation|&#039;&#039;&#039;Complete Damage Formula&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==Pinpoint Accuracy==&lt;br /&gt;
&lt;br /&gt;
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called &#039;&#039;&#039;Pinpoint Accuracy&#039;&#039;&#039;. It represents a soldier being so accurate that they are more likely to land a critical hit.&lt;br /&gt;
&lt;br /&gt;
==Point Blank==&lt;br /&gt;
&lt;br /&gt;
If two units are within 1 tile of each other but still protected by cover, they will gain a &#039;&#039;&#039;Point Blank&#039;&#039;&#039; bonus which will bypass many of the benefits of cover (even though they are technically not flanking). &lt;br /&gt;
&lt;br /&gt;
Units at &#039;&#039;&#039;Point Blank&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 Bypass cover defense, bypass cover DR, and gain an crit bonus as if their target was exposed&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This acts similar to if they were actually flanked. This does not, however, negate any perks or abilities that work when the target is protected by cover (as the target is still protected by cover).&lt;br /&gt;
&lt;br /&gt;
== Reaction Fire ==&lt;br /&gt;
&lt;br /&gt;
Reaction fire is any shot that occurs when it is not that unit&#039;s turn (Eg: [[Other_Abilities_(LWR)#Overwatch|Overwatch]]). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic&#039;&#039;&#039; reaction fire has 2 properties different than normal fire:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 It bypasses 50% of cover defense and 50% of cover damage resistance*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 It cannot crit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Note that this also lowers the impenetrable cover DR limit by half&lt;br /&gt;
&lt;br /&gt;
Reaction fire will trigger when a unit acts (uses any ability or moves &amp;gt;1 tile) and &#039;&#039;&#039;the firing unit has a hit chance of 30 or higher&#039;&#039;&#039;.  When the firing unit has a hit chance of less than 30 they will say something along the lines of not being able to target the enemy; aliens will display an exclamation mark (!) above their heads.&lt;br /&gt;
&lt;br /&gt;
Certain actions are quick enough that they won&#039;t trigger reaction fire, this includes:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 320px;&amp;quot;&amp;gt;&lt;br /&gt;
 Hunker Down, Reload, Steady Weapon&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Suppressive fire (from Suppression) will fire regardless of hit chance or action type.&lt;br /&gt;
&lt;br /&gt;
Targets that trigger reaction fire &#039;&#039;&#039;when moving&#039;&#039;&#039; will be treated as uncovered.&lt;br /&gt;
&lt;br /&gt;
Reaction fire can be upgraded with:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Opportunist (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Reaction fire will occur before the triggering unit has completed its action or movement. Units that take damage from reaction fire will have less stats when they go to complete their action. For example, using a psionic attack will have a lower hit chance if the unit took damage from a reaction shot and lost will due to red fog. However, &#039;&#039;hit chance of shots&#039;&#039;, &#039;&#039;target locations&#039;&#039;, and &#039;&#039;scatter&#039;&#039; are all calculated before any reaction fire and thus will not be affected by any damage taken before the action (unless, of course, the damage is fatal).&lt;br /&gt;
&lt;br /&gt;
Reaction fire will not occur from or against units that are hidden (cloaked, ghosted, shadowed, stealthed, or hidden).&lt;br /&gt;
&lt;br /&gt;
All reaction fire that damages a target has a chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Stagger|Stagger]]&#039;&#039;&#039; the target.&lt;br /&gt;
&lt;br /&gt;
Units that are [[Other_Abilities_(LWR)#Dash|&#039;&#039;&#039;Dashing&#039;&#039;&#039;]] will gain a defense bonus against the reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Red Fog ==&lt;br /&gt;
&lt;br /&gt;
Damage to a unit&#039;s base HP causes &#039;&#039;&#039;Red Fog&#039;&#039;&#039; which:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 950px;&amp;quot;&amp;gt;&lt;br /&gt;
 Reduces mobility, aim, will, melee damage, throw range, and rocket accuracy by half the percent of base HP lost&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The amount of each of the maluses are directly proportional to % base HP lost. Damage to a unit&#039;s armor HP has no effect on red fog.&lt;br /&gt;
&lt;br /&gt;
The second wave option &#039;&#039;&#039;Just a Flesh Wound&#039;&#039;&#039; turns red fog off.&lt;br /&gt;
&lt;br /&gt;
Note that [[Other_Abilities_(LWR)#Base_DR|&#039;&#039;&#039;base DR&#039;&#039;&#039;]] is reduced by armor HP loss and is not considered an effect of red fog and thus is not affected by abilities that minimize or circumvent red fog.&lt;br /&gt;
&lt;br /&gt;
== Reload ==&lt;br /&gt;
&lt;br /&gt;
Grants full ammo to the &#039;&#039;&#039;active&#039;&#039;&#039; weapon. Does not trigger reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Scamper ==&lt;br /&gt;
&lt;br /&gt;
Both XCOM and Aliens have the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039; when they first see each other. &lt;br /&gt;
&lt;br /&gt;
=== Alien Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an alien pod is revealed all the aliens in the pod will move to more ideal positions (e.g. moving to cover) and will sometimes activate a [[Abilities_List_(LWR)#Deflection_Shield|&#039;&#039;&#039;Deflection Shield&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
When revealed, the alien pod can also be affected by 1 of 3 states: &#039;&#039;&#039;Prepared&#039;&#039;&#039;, &#039;&#039;&#039;Off Guard&#039;&#039;&#039;, and &#039;&#039;&#039;Unprepared&#039;&#039;&#039;. All 3 of these are supposed to emulate XCOM having less time or more time to act before the enemy does based on the state of the enemy when revealed.&lt;br /&gt;
&lt;br /&gt;
====Prepared====&lt;br /&gt;
&lt;br /&gt;
 Aliens enter [[Other_Abilities_(LWR)#Overwatch|&#039;&#039;&#039;Overwatch&#039;&#039;&#039;]] on activation, gain [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]], and possibly other benefits.&lt;br /&gt;
&lt;br /&gt;
The chance for [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] depends on the number of activated aliens and the [[Difficulty_(LWR)#Expectations|&#039;&#039;&#039;Difficulty&#039;&#039;&#039;]]:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 700px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 25%;&amp;quot; |  &lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | Chance for Prepared&amp;lt;br&amp;gt;[chance with active aliens]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Easy&#039;&#039;&#039; || 0% &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Classic&#039;&#039;&#039; || 25% &amp;lt;br&amp;gt;[0% for 1 alien active] &amp;lt;br&amp;gt;[0% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Brutal&#039;&#039;&#039; || 50% &amp;lt;br&amp;gt;[20% for 1 alien active] &amp;lt;br&amp;gt;[0% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Impossible&#039;&#039;&#039; || 100% &amp;lt;br&amp;gt;[40% for 1 alien active] &amp;lt;br&amp;gt;[20% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Pain&#039;&#039;&#039; || 100% &amp;lt;br&amp;gt;[for 2 or less aliens active]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prepared aliens will overwatch and gain combat readiness on reveal less if XCOM has less total AP available.&lt;br /&gt;
&lt;br /&gt;
Prepared aliens will not occur on the first turn of any mission.&lt;br /&gt;
&lt;br /&gt;
====Off Guard====&lt;br /&gt;
 Aliens start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be caught off guard if they make the total number of active aliens &#039;&#039;&#039;9 or more&#039;&#039;&#039; (11 for larger missions). Each alien is checked for being Off Guard and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be caught off guard while others might not be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Off Guard&#039;&#039;&#039; is intended to simulate the aliens unexpectedly bumping into XCOM.&lt;br /&gt;
&lt;br /&gt;
====Unprepared====&lt;br /&gt;
 Aliens skip their first turn (removed if damaged) and start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be unprepared if they make the total number of active aliens &#039;&#039;&#039;12 or more&#039;&#039;&#039; (14 for larger missions). Each alien is checked for being Unprepared and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be unprepared while others might only be caught off guard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unprepared&#039;&#039;&#039; is supposed to simulate the aliens not only unexpecting to bump into XCOM, but also being not ready for any engagement.&lt;br /&gt;
&lt;br /&gt;
=== XCOM Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit has completed their turn (0 AP remaining) and a new alien pod is revealed, that unit will receive the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039;: they can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.). &lt;br /&gt;
&lt;br /&gt;
Exceptions where XCOM units will not gain &#039;&#039;&#039;Scamper&#039;&#039;&#039;: &lt;br /&gt;
* Non-idle units&lt;br /&gt;
* Units that just used Run and Gun&lt;br /&gt;
* Units that are the last active soldier remaining&lt;br /&gt;
* The unit that activated the aliens (if it was done with a non-movement action)&lt;br /&gt;
&lt;br /&gt;
== Shred == &lt;br /&gt;
&lt;br /&gt;
Some weapons can &#039;&#039;&#039;Shred&#039;&#039;&#039; enemies. This means they will take extra damage from all regular sources. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shredder (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This only occurs if the damage is dealt on the same turn as damage dealer (i.e. does not work with reaction fire and other shots that occur during the enemy&#039;s turn). &lt;br /&gt;
&lt;br /&gt;
Additional shred damage is calculated based off of &#039;&#039;damage dealt&#039;&#039;, not &#039;&#039;damage taken&#039;&#039;; so if a unit resists any damage through DR it &#039;&#039;does not&#039;&#039; affect the amount of shred applied.&lt;br /&gt;
&lt;br /&gt;
Some plasma weapons can shred only specific types of enemies: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carapace Shredder&#039;&#039;&#039; (Plasma Rifle): shreds biological enemies with &#039;&#039;&#039;Hardened&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ether Shredder&#039;&#039;&#039; (Plasma Reflex Cannon): shreds Sectoids, Sectoid Commanders and Ethereals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Panzer Shredder&#039;&#039;&#039; (Plasma Battle Rifle): shreds grounded robotic enemies only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Shredder&#039;&#039;&#039; (Plasma Carbine): shreds flying-capable aliens.&lt;br /&gt;
&lt;br /&gt;
Some explosives (AP Grenades, Javelin Rockets) have the &#039;&#039;&#039;Explosive Shredder&#039;&#039;&#039; perk which allows them to shred enemies at &#039;&#039;&#039;2x&#039;&#039;&#039; the damage dealt as a percent of the target&#039;s max HP.&lt;br /&gt;
&lt;br /&gt;
If a source would apply multiple levels of shred (e.g. a unit with Shredder and Ether Shredder), only the highest level will apply.&lt;br /&gt;
&lt;br /&gt;
There are various perks that modify how shred is applied:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Alien Shred (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mayhem (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Smoke (In Smoke) ==&lt;br /&gt;
&lt;br /&gt;
Smoke can be deployed by throwing a smoke grenade. The smoke grenade will fill designated tiles with smoke through 1 enemy turn. Any unit within a tile filled with smoke will receive the &#039;&#039;&#039;In Smoke&#039;&#039;&#039; effect. It is important to note that the area occupied by smoke is a 3 tile radius cardinally and 2 tile radius diagonally from the center, it is not a sphere and thus the targeting bubble can be misleading on the edges.&lt;br /&gt;
&lt;br /&gt;
Smoke increases defense of units in the smoke by 30 and prevents bonus critical chances against them for being exposed. Smoke reduces the aim of units within the smoke by 10. &lt;br /&gt;
&lt;br /&gt;
Both the aim and defense modifications of smoke apply to psionic abilities by modifying the affected unit&#039;s will when a psionic ability is being used. For example, a unit in regular smoke has +30 will for the purposes of defending against psionics and -10 hit chance for the purposes of attacking with psionics.&lt;br /&gt;
&lt;br /&gt;
Smoke also has another important benefit: &#039;&#039;&#039;reaction shots will not trigger against units inside smoke&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1200px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;In Smoke&#039;&#039;&#039;: -10 aim, +30 defense, prevents extra crit from exposed, and does not trigger reaction shots -- aim and defense affects psi as well&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 2 upgrades to regular smoke:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; &lt;br /&gt;
{{Combat Drugs (LWR)|text=1}}&lt;br /&gt;
{{Dense Smoke (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stagger ==&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;reaction fire&#039;&#039;&#039; that damages a target has a chance to &#039;&#039;&#039;Stagger&#039;&#039;&#039; the target equal to the percent of their Max Base HP they lost.&lt;br /&gt;
&lt;br /&gt;
 % Chance to Stagger = 100 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
 Staggered units lose all remaining APs, their shots [[Other_Abilities_(LWR)#Graze|&#039;&#039;&#039;graze&#039;&#039;&#039;]], and they cannot enter overwatch&lt;br /&gt;
&lt;br /&gt;
Does not effect melee-only units (Chryssalids, Zombies, and Berserkers).&lt;br /&gt;
&lt;br /&gt;
== Steady Weapon ==&lt;br /&gt;
&lt;br /&gt;
Steadying a weapon grants the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Double base aim, +15 pen, rocket range +20% and scatter -75%, reaction fire immunity, and halves the impenetrable cover DR limit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Steady is lost if unit acts, moves, is suppressed, is hit, or changes weapons. Steady is converted into &#039;&#039;&#039;[[Other_Abilities_(LWR)#Combat_Readiness|Combat Readiness]]&#039;&#039;&#039; if unit can&#039;t see any enemies at the beginning or end of a turn. &lt;br /&gt;
&lt;br /&gt;
Steady is only available if the unit can see an enemy. &lt;br /&gt;
&lt;br /&gt;
Steadying a weapon &#039;&#039;&#039;does not&#039;&#039;&#039; trigger enemy reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Stimmed ==&lt;br /&gt;
&lt;br /&gt;
Units that use a Combat Stim on themselves will receive the &#039;&#039;&#039;Stimmed&#039;&#039;&#039; buff: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +2 regeneration, +2.0 mobility, +20 aim, +20 will, immunity to fatigued/exhausted, +10% DR; lasts through 3 enemy turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
The stun rifle can be used to attempt to &#039;&#039;&#039;Stun&#039;&#039;&#039; autopsied biologic aliens (except for chryssalids). Stunned aliens can be brought home in stored in Alien Containment facilities for interrogations.&lt;br /&gt;
&lt;br /&gt;
The stun rifle will always hit but the chance to stun may be lower than 100%. The chance is higher if the target has less HP.&lt;br /&gt;
&lt;br /&gt;
Targets at or below 4 HP will be [[Other_Abilities_(LWR)#Maim|&#039;&#039;&#039;Maimed&#039;&#039;&#039;]] if the stun fails.&lt;br /&gt;
&lt;br /&gt;
== Sublimator ==&lt;br /&gt;
&lt;br /&gt;
Certain plasma weapons have the &#039;&#039;&#039;Sublimator&#039;&#039;&#039; capability which bypasses all DR from the &#039;&#039;&#039;[[Abilities_List_(LWR)#Hardened|Hardened]]&#039;&#039;&#039; perk and deals triple damage to [[Abilities_List_(LWR)#Plasma Shield|Plasma Shields]].&lt;br /&gt;
&lt;br /&gt;
== Suppression ==&lt;br /&gt;
&lt;br /&gt;
Targets that are hit with suppression will receive the &#039;&#039;&#039;Suppression&#039;&#039;&#039; effect:&lt;br /&gt;
&lt;br /&gt;
{{ Suppression (LWR) | text=1 }}&lt;br /&gt;
&lt;br /&gt;
At the start of their team&#039;s turn, &#039;&#039;&#039;Suppressed&#039;&#039;&#039; targets become &#039;&#039;&#039;Pinned&#039;&#039;&#039; if they are protected by cover, or take &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039; damage if they are not protected by cover.&lt;br /&gt;
&lt;br /&gt;
If the target acts while under suppression the suppression will break with another round of &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039;. Certain actions such as steadying, reloading, hunkering down or skipping turn by gaining combat ready will prevent this damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinned&#039;&#039;&#039; means the unit will lose 1 AP.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&lt;br /&gt;
Mayhem adds an additional instantaneous round of Suppressive Fire, meaning its possible to fire a total of 3 Suppressive fire barrages to a single uncovered target with 1 use of suppression.&lt;br /&gt;
&lt;br /&gt;
== Suppressive Fire ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage is equal to 25% of &#039;&#039;standard shot damage&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Even though &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; will sometimes occur during the enemy turn, it is not a standard shot and thus it does not qualify as a reaction shot (so it will not stagger).&lt;br /&gt;
&lt;br /&gt;
Units with the &#039;&#039;&#039;Mayhem&#039;&#039;&#039; perk can apply additional &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage immediately when suppressing.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
Units with the &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; perk will apply &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; to an area (at 50% damage) as well as the primary target (at 100% damage). This area damage occurs during mayhem suppressive fire and at the beginning of a unit&#039;s turn if they are suppressed and not in cover. The area damage does not apply to the suppressive fire that occurs when a unit breaks a suppression effect by acting.&lt;br /&gt;
{{ Danger Zone (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tactical Retreat ==&lt;br /&gt;
&lt;br /&gt;
During most missions, officers you control you can press &#039;Z&#039; to call Big Sky and ask him to perform a &#039;&#039;&#039;Tactical Retreat&#039;&#039;&#039;. If available, Big Sky will proceed to your location within 1-2 turns. At that time, everyone not within 8 tiles of the extraction beacon will become MIA. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are an effective method to withdraw critically wounded units and/or pull out after a mission is successful (e.g. after the bomb is defused).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are not available indoors, if a bomb is active, if exalt towers are active, or if a VIP is being rescued. They are also not available on the following missions: DLC missions, newfoundland mission, and base assaults/defenses.&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Ghost_(LWR)&amp;diff=125300</id>
		<title>Template:Ghost (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Ghost_(LWR)&amp;diff=125300"/>
		<updated>2025-11-29T22:43:18Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ABILITY GHOST.png|32px|{{{align|center}}}|Ghost]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Ghost|Ghost]]&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{#if:{{{text|}}}|&#039;&#039;Activate to turn invisible until your next action or next turn (2 turn cooldown). Cannot Ghost while holo targeted. Attacks made while Ghosted gain +30 crit.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Start_Bonuses_(LWR)&amp;diff=125299</id>
		<title>Start Bonuses (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Start_Bonuses_(LWR)&amp;diff=125299"/>
		<updated>2025-11-29T22:36:25Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
At the start of a campaign you choose a starting location for XCOM HQ, and with it, a start bonus. All countries offer a different amount of starting Credits, as well as a variety of start bonuses to choose from.&lt;br /&gt;
&lt;br /&gt;
== Table of Start Bonuses ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;padding: 6px;&amp;quot; | &#039;&#039;&#039;Country Starting Bonuses&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | Continent !! style=&amp;quot;padding: 4px;&amp;quot; | Country !! style=&amp;quot;padding: 4px;&amp;quot; | Starting Credits !! style=&amp;quot;padding: 4px;&amp;quot; | Bonus !! style=&amp;quot;padding: 4px;&amp;quot; | Description &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;background-color: #eaecf0; min-width:84px;&amp;quot; | &#039;&#039;&#039;Africa&#039;&#039;&#039; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;min-width:80px;&amp;quot; | [[File:Flag of Egypt.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Egypt&#039;&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;min-width:80px;&amp;quot; | §2000&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Desert Storm&#039;&#039;&#039;&#039;&#039; || AP grenades gain +10 penetration and apply twice as much shred. Equipped AP grenades receive an additional 2 uses.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;For the Sake of Glory&#039;&#039;&#039;&#039;&#039;|| All injury and fatigue times are reduced by 40%. Soldiers are three times as likely to receive a [[Abilities List (LWR)#Positive Quirks|quirk]] (both positive and negative) after a mission.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan = &amp;quot;3&amp;quot; | [[File:Flag of Nigeria.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Nigeria&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §2000&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Advanced Conversion&#039;&#039;&#039;&#039;&#039; || All MECs start with +2 base mobility, +10 base HP, +30 base aim, +30 base will, and +10 base DR.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Bred Tough&#039;&#039;&#039;&#039;&#039; || All soldiers start with +1 base HP and +10 base DR.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Pax Nigeriana&#039;&#039;&#039;&#039;&#039; || All biosoldiers start with +1.3 base mobility.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan = &amp;quot;2&amp;quot; | [[File:Flag of South Africa.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;South Africa&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;2&amp;quot; | §2000 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Resourceful&#039;&#039;&#039;&#039;&#039; || Additional salvage teams from UFOs will recover 250% of the alloys, elerium, and weapon fragments at UFO sites without additional cost. Start with [[Engineering (LWR)#Material Recovery|Advanced Scavenging]].&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Survival Training&#039;&#039;&#039;&#039;&#039; || All biosoldiers start with +4 base HP.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;Asia&#039;&#039;&#039; &lt;br /&gt;
| rowspan = &amp;quot;4&amp;quot; | [[File:Flag of Australia.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Australia&#039;&#039;&#039; &lt;br /&gt;
| rowspan = &amp;quot;4&amp;quot; | §800 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Endless Barrage&#039;&#039;&#039;&#039;&#039; || Gunner suppressive fire deals +1 damage and they gain +5 ammo. Rocketeers gain +35 penetration on rockets and +2 rockets. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Outback Rocketeers&#039;&#039;&#039;&#039;&#039; || Rockets cost 0 AP to fire. The initial 2 soldiers from your starting country will start at SPEC rank and have the Weapons(Gunner/Rocketeer) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Per Ardua Ad Astra&#039;&#039;&#039;&#039;&#039; || All biosoldiers start with +1 base HP, +5 base aim, and +5 base will. Soldiers acquired later in the campaign gain double the bonus attributes for each month passed.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Robotics&#039;&#039;&#039;&#039;&#039; || All MECs and SHIVs start with +25 base aim.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;4&amp;quot; | [[File:Flag of China.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;China&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | §800 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Assembly Line&#039;&#039;&#039;&#039;&#039; || Start with two Workshops (1st floor, both to the right of the Elevator) and 5 extra engineers in your home base. Removes the maintenance cost of Workshops.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Deus Ex&#039;&#039;&#039;&#039;&#039; || Acquiring any genetic modification grants both gene mods for that body part. Genetically modifying soldiers occurs twice as fast and costs half as much.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Red Army Repairs&#039;&#039;&#039;&#039;&#039; || Engineer [[Engineer (LWR)#Abilities|Repair]] heals 10 more HP and has 3 more uses. Engineers adjacent to SHIVs heal them for 50% of the damage taken (from 25%). The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Xeno Market&#039;&#039;&#039;&#039;&#039; || Credits from selling alien corpses, wrecks, and captives increased by 7x.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;3&amp;quot; | [[File:Flag of India.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;India&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §800 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Demolition Doctrine&#039;&#039;&#039;&#039;&#039; || Grants +2 damage and +20 penetration to all explosives.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jai Jawan&#039;&#039;&#039;&#039;&#039; || Increase aircraft fire rate by 30%.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jai Vidwan&#039;&#039;&#039;&#039;&#039; || Research speed is increased by 20%. Gain double scientists from all abductions.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;6&amp;quot; | [[File:Flag of Japan.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Japan&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;6&amp;quot; | §800 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Bushido Training&#039;&#039;&#039;&#039;&#039; || All biosoldiers gain +10 defense and a 2% chance to [[Other Abilities (LWR)#Enrage|enrage]] each turn they start with an enemy in sight.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ghost in the Machine&#039;&#039;&#039;&#039;&#039; || All SHIVs start with +40 aim.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Global Networking&#039;&#039;&#039;&#039;&#039; || Intel Scans cost 20 credits (from 200), Grey Market sell prices are doubled, and countries are twice as likely to aid in tactical missions with air strikes. Grants an additional unit to aid in Exalt Covert Op Data Recovery and Extraction missions. Start with [[Engineering (LWR)#Base Upgrades|Grey Market]].&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Kiryu-Kai Commanders&#039;&#039;&#039;&#039;&#039; || Start with 2 additional soldiers: Japanese Master Sergeants of a random class.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Kiryu-Kai Revival&#039;&#039;&#039;&#039;&#039; || XCOM revives the old Kiryu-Kai base and starts with: [[Research (LWR)#UFO Analysis|UFO Analysis: Medium UFOs]] researched, [[Research (LWR)#Offensive Tech|Beam Lasers]] researched, 5 Laser Rifles, the Officer Training School built (1st floor, 3rd room) with [[Experience (LWR)#Officer Training School XP|XTP 1]] and [[Officers (LWR)#Officer Ranks|Lieutenants]] unlocked.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ring of Fire&#039;&#039;&#039;&#039;&#039; || Thermogenerators produce 5 credits each day instead of having an upkeep cost. Start with 6 steam vents at the bottom of the 2nd and 5th building columns in the base (instead of 1 steam vent on the middle of the 4th floor). &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;Europe&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of France.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;France&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §700  &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Foreign Legion&#039;&#039;&#039;&#039;&#039; || Start with 18 additional soldiers. Reduces soldier salary costs by 60%. Active and fatigued soldiers gain XP each day equal to the number of months passed.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Legionnaire Precision&#039;&#039;&#039;&#039;&#039; || Snipers and Scouts gain +10 penetration, +30 aim, and +30 crit. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Quai d&#039;Orsay&#039;&#039;&#039;&#039;&#039; || Country item requests occur 50% faster, fulfilled requests provide 50% more country defense, and intel scans cost 50% less. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan =&amp;quot;6&amp;quot; | [[File:Flag of Germany.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Germany&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;6&amp;quot; | §700 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Baumeister&#039;&#039;&#039;&#039;&#039; || Start with all Elevators built and 2 Elerium Generators built on the 4th floor (right side near the Elevator). Elerium Generators have no upkeep cost. Facility construction and MEC augmentation time is reduced by 75%.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Militarization&#039;&#039;&#039;&#039;&#039; || Twice the officer billets are unlocked from all OTS upgrades. Officers have double the number of command charges. Grants an additional unit to aid in UFO Site missions.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;NeoPanzers&#039;&#039;&#039;&#039;&#039; || All MECs and SHIVs start with +4.0 base mobility. 50% reduction in cash, alloy and elerium required for MECs, SHIVs, and their primary weapons.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Skunkworks&#039;&#039;&#039;&#039;&#039; || Item production time is reduced by 70%. Start with all Elevators, 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor. Start with 10 extra engineers in your home base.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Stormtroopers&#039;&#039;&#039;&#039;&#039; || Grants +35% base damage to all shots made within 4 tiles.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Waffenmeister&#039;&#039;&#039;&#039;&#039; || Grants +15 penetration to all shots.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of Russia.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Russia&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §700 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Roscosmos&#039;&#039;&#039;&#039;&#039; || Start with +2 Satellite Uplink capacity and all satellites cost 50% less to build.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Soviet Zeal&#039;&#039;&#039;&#039;&#039; || Soldiers gain 35% more mission XP.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Uralvagonzavod&#039;&#039;&#039;&#039;&#039; || Basic/Alloy/Hover SHIVs gain +6/9/12 damage, respectively. All SHIVs gain +15 base DR.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | [[File:Flag of UK.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;United Kingdom&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | §700 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;MI6&#039;&#039;&#039;&#039;&#039; || All biosoldier light armors grant +15 defense while at full HP. Leather Jackets on non-Spec Ops grant [[Abilities List (LWR)#Fast and Furious|Fast and Furious]].&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Sandhurst&#039;&#039;&#039;&#039;&#039; || Reduce mission fatigue and missions required to unlock Officer Training School projects both by 25%. Grants an additional unit to aid in Alien Base Assaults and the Exalt Base Assault.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Special Air Service&#039;&#039;&#039;&#039;&#039; || All biosoldiers start with +10 base aim.  &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Their Finest Hour&#039;&#039;&#039;&#039;&#039; || Start with 2 extra interceptors. All aircraft gain 5 dodge and damaged planes have no speed or aim malus. Hiring [[Air Combat (LWR)#Damaged Aircraft|Repair Crews]] for damaged aircraft is twice as effective.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;North America&#039;&#039;&#039; &lt;br /&gt;
|rowspan =&amp;quot;6&amp;quot; | [[File:Flag of Canada.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Canada&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;6&amp;quot; | §1000 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Advanced Preparations&#039;&#039;&#039;&#039;&#039; || Start with 8 additional soldiers, all Elevators, a Workshop (1st floor, right of Elevator), a Laboratory (3rd floor, right of Elevator), and a Fission Generator (1st floor, far right) built. Start with 5 extra scientists and engineers in your home base.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Cadre&#039;&#039;&#039;&#039;&#039; || Five of the initial PFCs start at the Lance Corporal rank and gain [[Abilities List (LWR)#Perseverance|Perseverance]]. Active and fatigued soldiers gain XP each day equal to 2x the number of months passed.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;First Responders&#039;&#039;&#039;&#039;&#039; || Medics start with 4 extra Medikits and can heal with Medikits for 0 AP. Medikits heal 4 more HP and have no cooldown. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Prepared for Hell&#039;&#039;&#039;&#039;&#039; || All XCOM units gain 20% more armor HP from their armor. Medics start with 2 extra Medikits. Engineer [[Engineer (LWR)#Abilities|Repair]] has 2 more uses. XCOM is immune to heal fatigue. The initial 2 soldiers from your starting country will start at SPEC rank and have the Support(Medic/Engineer) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Research Focus&#039;&#039;&#039;&#039;&#039; || Start with two Laboratories (1st floor, both to the right of the Elevator). Removes the maintenance cost of Laboratories. Start with 5 extra scientists.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;True North&#039;&#039;&#039;&#039;&#039; || No regional bonus. A clean slate for those who need none.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of Mexico.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mexico&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §1000 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ancient Artifacts&#039;&#039;&#039;&#039;&#039; || Start the campaign with 500 meld, an [[Equipment (LWR)#Scopes|Illuminator Scope]], [[Equipment (LWR)#Non-Weapon Passive Equipment|Cognitive Enhancer]], and [[Equipment (LWR)#Non-Weapon Passive Equipment|Neuroregulator]]. Also start with a Blaster Launcher and Fusion Lance that can only be used after unlocking [[Research (LWR)#Offensive Tech|Fusion Weapons]].&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Legacy of Uxmal&#039;&#039;&#039;&#039;&#039; || Alien Level decreases by 0.6% for every psionic rank your soldiers acquire (max 30% reduction). Soldiers psionically train 3x as fast.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Wealthy Benefactor&#039;&#039;&#039;&#039;&#039; || Start with 800 bonus Credits. All soldier salaries are covered by the Benefactor. Council loans are 3x as large and have 10% the surcharge.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan =&amp;quot;7&amp;quot; | [[File:Flag of USA.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;United States&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;7&amp;quot; | §1000 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;All Gas, No Brakes&#039;&#039;&#039;&#039;&#039; || RAM deals triple damage and activates after 3 tiles (instead of 6). The initial 2 soldiers from your starting country will start at SPEC rank and have the Tactical(Infantry/Assault) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Bring the Heat&#039;&#039;&#039;&#039;&#039; || All XCOM units gain +4% DR for each alien in sight.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Cheyenne Mountain&#039;&#039;&#039;&#039;&#039; || Start with +1 Satellite Uplink capacity and all Elevators built. Excavation costs are reduced by 70%.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Daredevils&#039;&#039;&#039;&#039;&#039; || Start with 2 extra interceptors. Pilots gain +25 crit. [[Combat Patrols (LWR)|Combat Patrols]] are twice as effective, cause 50% less damage to the aircraft, and have their incremental cost reduced by 50%.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Eagle Surveillance&#039;&#039;&#039;&#039;&#039; || Snipers gain +10 aim. Scouts start with 3 additional battle scanners. The initial 2 soldiers from your starting country will start at SPEC rank and have the Marksman(Sniper/Scout) supraclass.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Special Warfare School&#039;&#039;&#039;&#039;&#039; || All Officer Training School projects cost 80% less. Start with [[Engineering (LWR)#General Equipment Upgrades|Tactical Rigging]], [[Engineering (LWR)#General Weapon Upgrades|Ammo Conservation]], [[Engineering (LWR)#Pistol Upgrades|High-Capacity Pistols]], [[Engineering (LWR)#Pistol Upgrades|Rail Pistols]], and [[Engineering (LWR)#Pistol Upgrades|Reflex Pistols]] (foundry must be built to benefit).&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&#039;&#039; || Reduces time required for autopsies and interrogations by 50%. Start with [[Engineering (LWR)#General Equipment Upgrades|Elerium Batteries]].&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;South America&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of Argentina (bordered).png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Argentina&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | §2500&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Endless Magazines&#039;&#039;&#039;&#039;&#039; || Infantry and Assaults have a 25% chance for any shot to cost 0 AP and gain +4 ammo on primary weapons and +2 ammo on pistols. The initial 2 soldiers from your starting country will start at SPEC rank and have the Tactical(Infantry/Assault) supraclass.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Public Heroes&#039;&#039;&#039;&#039;&#039; || Gain double credit, scientist, and engineer rewards from abductions. Grants an additional unit to aid in abductions.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Vigilis&#039;&#039;&#039;&#039;&#039; || All biosoldiers start with +16 base will.&lt;br /&gt;
|-  &lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | [[File:Flag of Brazil.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Brazil&#039;&#039;&#039; &lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | §2500 &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Amazonian Strength&#039;&#039;&#039;&#039;&#039; || Increases throw range of all soldiers by 50%.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Born to Fly&#039;&#039;&#039;&#039;&#039; || Pilots gain +25 crit and 2.5 aim per kill (from 0.5).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jungle Scouts&#039;&#039;&#039;&#039;&#039; || All biosoldiers start with +0.6 base mobility and their injury times are reduced by 80%. Start with [[Engineering (LWR)#General Equipment Upgrades|Tactical Rigging]] (foundry must be built to benefit).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ready for War&#039;&#039;&#039;&#039;&#039; || Start with 50 alloys, 50 elerium, and 1 fusion core. [[Research (LWR)#Research credits|Research credits]] provide an additional 30% bonus research (reducing research time by 50% instead of 20%).&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(LWR)&amp;diff=125295</id>
		<title>Second Wave (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(LWR)&amp;diff=125295"/>
		<updated>2025-11-29T21:31:52Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
Second Wave options can be chosen when you start a new game. They offer simple but powerful alterations to the way the game can play.&lt;br /&gt;
&lt;br /&gt;
== Toggling Second Wave Options Mid-Game ==&lt;br /&gt;
&lt;br /&gt;
If you have enabled the &#039;&#039;&#039;[[Dev_Console_(LWR)|Dev Console]]&#039;&#039;&#039;, you can change second wave options mid-game by opening up the console (`) and typing the console command &#039;&#039;&#039;SetmedalpowerA&#039;&#039;&#039; followed by the second wave option you want to toggle on or off. &lt;br /&gt;
As an example, you could type &lt;br /&gt;
 &#039;&#039;`SetMedalPowerA 3&#039;&#039;&lt;br /&gt;
to toggle &#039;&#039;&#039;Wild West&#039;&#039;&#039; on or off.&lt;br /&gt;
&lt;br /&gt;
== List of Second Wave Options ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! style=&amp;quot;padding:5px;&amp;quot; | #!!Name!!Text!!Notes&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: center; width: 4%; min-width: 30px;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px; width: 10%&amp;quot; | Damage Roulette&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px; width: 43%&amp;quot; | Damage randomization occurs twice&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px; width: 43%&amp;quot; | Rolls [[Damage_(LWR)#Travel_Damage|damage randomization]] twice, making all shots more variable.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | New Economy&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | The funding offered by individual council members is randomized.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as in [[Second Wave (EU2012)#New_Economy|vanilla EU]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Strict Screening&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | All soldier starting stats (including unique soldiers) are fixed at the averages of typical ranges with +8 will.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | By default soldiers will have randomized starting attributes. Selecting this option will revert to fixed starting attributes for all soldiers.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Wild West&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | All shots deal triple damage.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | This value is dgc.ini modifiable. Makes shots and alpha-striking a lot more important, just like the Wild West.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Keep Calm and Carry On&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | All world-wide panic is reduced by half.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | This option will make the game significantly easier.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Sneaky CR&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Adds [[Other_Abilities_(LWR)#Hidden Movement|Sneak Mode]] (aliens hide on reveal and when out of sight) and gives aliens Combat Readiness when they start a turn without view of XCOM to difficulties below Impossible.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Gives the options for those features to Easy, Classic, and Brutal.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Predictable Damage&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Damage is not randomized.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Cancels out &#039;Damage Roulette (#0)&#039;.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Absolutely Critical&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Flanking shots receive +100 bonus (instead of +50) to critical hit chances.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as in [[Second Wave (EU2012)#Absolutely Critical|vanilla EU]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Not So Long War&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Frequency of tactical missions are halved. Enabling this and &#039;Very Long War (#9)&#039; turns on &#039;Epic Long War&#039; instead: Frequency of tactical missions are quadrupled. &lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Very Long War&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Frequency of tactical missions are doubled. Enabling this and &#039;Not So Long War (#8)&#039; turns on &#039;Epic Long War&#039; instead: Frequency of tactical missions are quadrupled. &lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | This is similar to the length of a campaign in LW 1.0.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Results Driven&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | A country will offer less funding as its panic increases.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Funding ranges from 150-50% depending on panic. Starts at ~100% on Impossible.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Elite XCOM&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | XCOM units are 30% more accurate in tactical combats&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | All XCOm units gain +30 aim. This value is dgc.ini modifiable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Jump Start&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Start the campaign 3 months in at Alien Level 3.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | XCOM gains various bonuses to make starting 3 months into the campaign more doable.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Forever War&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Gollop cannot be built and the game cannot be won. Alien Level acceleration does not occur. Soldiers, their salaries, and SHIVs are half price.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | This option will make the game actually impossible.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Hidden Movement&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Upon being revealed, the screen will go black and many aliens may hide and scamper to unknown locations.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Reminiscent of OG XCOM.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | War Weariness&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Overall funding levels drop inexorably with every month that passes.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Starting at 130%, down to 40% over 18 months.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Bronzeman Mode&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Allows restart of tactical missions via Pause menu in Ironman mode.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as LW 1.0.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 17&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | AYYLMAO&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Replaces much of the information in the game to crude and often humorous alternatives. WARNING: Not Safe For Work.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | No effect on actual gameplay.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Commander&#039;s Choice&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | You may select the class of each soldier upon promotion to specialist.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Use the cycle-soldier icons at the bottom of the class selection screen in the barracks view to rotate through the classes. For Controllers press L1/R1 or LB/RB or whatever you use to cycle soldiers.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 19&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Aiming Angles&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Units receive an aim bonus the closer they are to flanking an enemy.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as LW 1.0.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Super Soldiers&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Soldiers can be genetically modified, psionically trained, special operatives, and officers all at once.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Except Neural Damping is incompatible with psionic training.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 21 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Fresh Reward Soldiers&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Reward soldiers attained throughout the campaign will be replaced with random recruits of an appropriate rank.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 22 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Durability&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Items never need to be repaired.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | You will still need to build a Repair Bay to augment MECs. This overrides the &#039;Wear and Tear (#13)&#039; option.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | United Humanity&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Exalt is inactive. Exalt troopers may still show up on alien missions.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Friendly Skies&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Your aircraft are 30% more accurate during air combat.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Your interceptors gain +30 aim. This value is dgc.ini modifiable.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Desperate Odds&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | XCOM can only deploy half as many soldiers (rounded up) to all missions. New recruits cost double and SHIVs cost triple.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | A tactical-level change.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Blitzkrieg&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | You will have 4s per active unit (enemies and allies) to complete each turn with a reserve time of 4 minutes and every enemy activated increases the active/reserve timer by +4s/+16s (these values are dgc.ini adjustable). Changing game speed is disabled.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | The timer is paused during voice-overs, cinematics, or when the active unit is performing an action. All time is increased by 5% per month passed.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Difficulty Drop&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Alien Level increases occur 10% slower. Reduces injury and fatigue times by 10%. Increases home country credits by 10. Increase Meld/Alloy/Elerium/Fragment gains by 10%.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Acts as a modifier to difficulty to help players better control the challenge they receive.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Robot Overlords&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Removes the 2 MEC per mission restriction and the 1 SHIV action/moving per turn restriction.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | &lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Recon&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | You will see meld cans and bomb nodes in the fog.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 30 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | We are Legion&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | XCOM has twice as many soldiers, but each soldier can do half the number of missions.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | A strategic-level change. Starting soldiers and SHIVs, injury and fatigue times, and monthly gained soldiers are approximately doubled. Hiring costs, training times for MECs, genes and psionics are approximately halved.&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 31 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | A Few Good Men&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | XCOM has half as many soldiers, but each soldier can do double the number of missions.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; |  A strategic-level change. Starting soldiers and SHIVs, injury and fatigue times, and monthly gained soldiers are approximately halved. Hiring costs, training times for MECs, genes and psionics are approximately doubled. This overrides the &#039;We are Legion (#30)&#039; option.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Wolverine Blood&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Injury and Fatigue times are reduced by 50%.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | This value is dgc.ini modifiable.&lt;br /&gt;
||&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 33&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Fresh Recruits&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Replaces the 12 intial preset soldiers with random recruits.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; |Similar to LW 1.0.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Just a Flesh Wound&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Turns off Red Fog.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | With Red Fog, damage to base HP reduces aim, will, mobility, melee damage, throw range, and rocket accuracy by half the percent of base health lost.&lt;br /&gt;
||&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Consistent Fatigue&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Soldiers and MECs no longer receive fatigue based on the number of turns a battle takes, but base fatigue per mission is set to 8 days.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as how fatigue worked in LW 1.0.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Countercharge_(LWR)&amp;diff=124971</id>
		<title>Template:Countercharge (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Countercharge_(LWR)&amp;diff=124971"/>
		<updated>2025-11-09T22:14:58Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding:{{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:neuralfeedback_tga2.png|32px|{{{align|center}}}|Countercharge]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Countercharge|Countercharge]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Triggers a psionic attack against visible biological enemies that perform a non-movement [[Other_Abilities_(LWR)#End-in-idle|end-in-idle]] action. The attack deals will/30 psionic damage (with a 2% chance for double) and disorients the target but will never kill the target (will leave target with at least 1 HP). The chance to trigger is will/3 percent and requires the caster to be idle with full base HP.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Camaraderie_(LWR)&amp;diff=124970</id>
		<title>Template:Camaraderie (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Camaraderie_(LWR)&amp;diff=124970"/>
		<updated>2025-11-09T22:14:39Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;{{{topbotpad}}}px 0&amp;quot;;&amp;gt;&lt;br /&gt;
[[File:Council Medal of Honor 1 (EU2012).png|32px|{{{align|center}}}|Camaraderie]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Camaraderie|Camaraderie]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Doubles the chance Commanding Officer makes [[Other_Abilities_(LWR)#End-in-idle|end-in-idle]] actions of squadmates in vision cost 0 AP. Officers gain +5 base HP and +1 Command.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Commanding_Officer_(LWR)&amp;diff=124969</id>
		<title>Template:Commanding Officer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Commanding_Officer_(LWR)&amp;diff=124969"/>
		<updated>2025-11-09T22:14:19Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px|{{{align|center}}}|Commanding Officer]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Commanding Officer|Commanding Officer]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;If this is the highest ranking Officer: Gain Command (with 1 charge), 10 crit resist per officer rank, other officer perks affect all squadmates, and grants each squadmate in vision a percent chance for [[Other_Abilities_(LWR)#End-in-idle|end-in-idle]] actions to cost 0 AP equal to the number of enemies this officer can see.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Command_(LWR)&amp;diff=124968</id>
		<title>Template:Command (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Command_(LWR)&amp;diff=124968"/>
		<updated>2025-11-09T22:13:34Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:NewCommand.png|32px|{{{align|center}}}|Command]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Command|Command]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Grant 1 AP to a 0 AP [[Other_Abilities_(LWR)#Idle / Preoccupied|idle]] unit in sight and disable their AP discounting perks. Cannot be used on Covert Ops, SHIVs, or units already Commanded. Can trigger Tactical Brilliance [Will/2% chance (max 50%) to cost 0 charges]. Does not trigger reaction fire. 0 AP cost.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Taunt_(LWR)&amp;diff=124967</id>
		<title>Template:Taunt (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Taunt_(LWR)&amp;diff=124967"/>
		<updated>2025-11-09T22:13:04Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding:{{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:PSI_Panic_tga2.png|32px|{{{align|center}}}|Taunt]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Taunt|Taunt]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;If [[Other_Abilities_(LWR)#Idle / Preoccupied|idle]], the closest enemy in sight will feel an irrational desire to stay in the fight. They will panic if they move and break sight with this unit (unless they move closer) and will refuse to use Grapple. Does not affect SHIVs, units that have moved this turn, units with panic immunity, or units that have been Commanded. Inactivated if this unit has taken damage this turn.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Fractal_Spawn_(LWR)&amp;diff=124966</id>
		<title>Template:Fractal Spawn (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Fractal_Spawn_(LWR)&amp;diff=124966"/>
		<updated>2025-11-09T22:12:41Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|{{{align|center}}}|Fractal Spawn]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Fractal Spawn|Fractal Spawn]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;This unit can spend 50% of it&#039;s HP to spawn a duplicate of itself with no ammo. Will only occur at max base HP, if this unit can see an enemy, and when this unit is [[Other_Abilities_(LWR)#Idle / Preoccupied|idle]] and active.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Tactical_Mobility_(LWR)&amp;diff=124965</id>
		<title>Template:Tactical Mobility (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Tactical_Mobility_(LWR)&amp;diff=124965"/>
		<updated>2025-11-09T22:12:19Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ASSAULT TACTICALSENSE.png|32px|{{{align|center}}}|Tactical Mobility]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Tactical Mobility|Tactical Mobility]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;This unit gains 30 defense when in cover or flying. Disabled if this unit is not [[Other_Abilities_(LWR)#Idle / Preoccupied|idle]] or has been damaged this turn. Does not apply to reaction fire or steadied shots.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Pistolero_(LWR)&amp;diff=124964</id>
		<title>Template:Pistolero (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Pistolero_(LWR)&amp;diff=124964"/>
		<updated>2025-11-09T22:11:44Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ASSAULT CLOSECOMBAT.png|32px|{{{align|center}}}|Pistolero]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Pistolero|Pistolero]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Reaction shots from pistols gain +50% weapon damage, +50% close range aim bonus, and the ability to crit. If [[Other_Abilities_(LWR)#Idle / Preoccupied|idle]] at end of turn, draws their pistol. If wielding a pistol, fire a reaction shot at any enemy within 4 tiles that acts. [Pistolero reaction shots bypass half of cover DR/def and require hit chance &amp;gt;30]&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Finesse:&amp;lt;/b&amp;gt; Those shots gain +75% close range aim bonus instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Guile:&amp;lt;/b&amp;gt; Those shots gain +40 crit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Tenacity:&amp;lt;/b&amp;gt; Pistols gain +1 ammo and only take 1 AP to reload.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&#039;&#039;}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Hunter_(LWR)&amp;diff=124963</id>
		<title>Template:Hunter (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Hunter_(LWR)&amp;diff=124963"/>
		<updated>2025-11-09T22:11:17Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ALIEN_LAUNCH.png|32px|{{{align|center}}}|Hunter]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Hunter|Hunter]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;This unit cloaks at the beginning of each turn if it can see an enemy, has ammo, and is [[Other_Abilities_(LWR)#Idle / Preoccupied|idle]]. All hiding (Cloaked or Stealthed) breaks at the end of turn or after a non-movement action. When cloaked, shots gain +50% weapon damage and +30 crit. Grants Combined Arms [All weapons and equipment deal +1 damage].&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; When cloaked, shots do not graze.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Guile:&amp;lt;/b&amp;gt; This unit cannot be holo&#039;d.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Zeal:&amp;lt;/b&amp;gt; When cloaked, gain +25% crit damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&#039;&#039;}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Guardian_(LWR)&amp;diff=124962</id>
		<title>Template:Guardian (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Guardian_(LWR)&amp;diff=124962"/>
		<updated>2025-11-09T22:10:54Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SUPPORT SAVIOR.png|32px|{{{align|center}}}|Guardian]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Guardian|Guardian]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Grants an additional reaction shot during overwatch. Explosive shots that hit allied units do not damage this soldier. If [[Other_Abilities_(LWR)#Idle / Preoccupied|idle]] or on overwatch: When an adjacent non-medic biosoldier takes damage heal them for 25% of the damage taken.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; If this unit&#039;s last action was using a medikit, overwatch activates at the end of the turn (except when at risk of triggering reaction fire).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Finesse:&amp;lt;/b&amp;gt; Guardian&#039;s healing range is extended to any non-medic biosoldier within 4 tiles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Zeal:&amp;lt;/b&amp;gt; If this unit&#039;s overwatch is triggered by an enemy shooting at an adjacent biosoldier, the reaction fire gains +50% weapon damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Fast_and_Furious_(LWR)&amp;diff=124961</id>
		<title>Template:Fast and Furious (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Fast_and_Furious_(LWR)&amp;diff=124961"/>
		<updated>2025-11-09T22:10:16Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
{{#if:{{{noimage|}}}||[[File:SUPPORT SPRINTER.png|32px|{{{align|center}}}|Fast and Furious]]}}&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Fast and Furious|Fast and Furious]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;After moving, if this unit still has AP remaining, the next non-movement [[Other_Abilities_(LWR)#End-in-Idle|idle-ending]] action costs 0 AP.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Hit_and_Run_(LWR)&amp;diff=124960</id>
		<title>Template:Hit and Run (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Hit_and_Run_(LWR)&amp;diff=124960"/>
		<updated>2025-11-09T22:08:33Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ALIEN LEAP.png|32px|{{{align|center}}}|Hit and Run]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Hit and Run|Hit and Run]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;The first shot taken at a [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]] target or target that was damaged this turn will leave this unit with 1 AP, but prevents the use of non-mobility actions until this unit reaches 0 AP.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Finesse:&amp;lt;/b&amp;gt; After triggering, this unit can still use officer, psionic, and non-arm-based MEC actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Precision:&amp;lt;/b&amp;gt; Those shots gain +20 penetration and +20 aim.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Zeal:&amp;lt;/b&amp;gt; Those shots gain +40% crit damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Bullseye_(LWR)&amp;diff=124959</id>
		<title>Template:Bullseye (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Bullseye_(LWR)&amp;diff=124959"/>
		<updated>2025-11-09T22:06:48Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ALIEN BULLRUSH.png|32px|{{{align|center}}}|Bull Rush]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Bullseye|Bullseye]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Grants +25 aim/crit to shots at 2 AP or at [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]] targets (double if both).&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Those shots do not graze and gain +10% crit (double if both).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Precision:&amp;lt;/b&amp;gt; Those shots also gain +10 penetration (double if both).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; Those shots also gain +1 damage (double if both).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Bullseye_(LWR)&amp;diff=124958</id>
		<title>Template:Bullseye (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Bullseye_(LWR)&amp;diff=124958"/>
		<updated>2025-11-09T22:06:26Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ALIEN BULLRUSH.png|32px|{{{align|center}}}|Bull Rush]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Bullseye|Bullseye]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Grants +25 aim/crit to shots at 2 AP or at [[Other_Abilities_(LWR)#Hunker Down|preoccupied]] targets (double if both).&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Those shots do not graze and gain +10% crit (double if both).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Precision:&amp;lt;/b&amp;gt; Those shots also gain +10 penetration (double if both).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; Those shots also gain +1 damage (double if both).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Bullseye_(LWR)&amp;diff=124957</id>
		<title>Template:Bullseye (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Bullseye_(LWR)&amp;diff=124957"/>
		<updated>2025-11-09T22:03:44Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ALIEN BULLRUSH.png|32px|{{{align|center}}}|Bull Rush]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Bullseye|Bullseye]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Grants +25 aim/crit to shots at 2 AP or at [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]] targets (double if both).&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Those shots do not graze and gain +10% crit (double if both).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Precision:&amp;lt;/b&amp;gt; Those shots also gain +10 penetration (double if both).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; Those shots also gain +1 damage (double if both).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Bullseye_(LWR)&amp;diff=124956</id>
		<title>Template:Bullseye (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Bullseye_(LWR)&amp;diff=124956"/>
		<updated>2025-11-09T22:02:48Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ALIEN BULLRUSH.png|32px|{{{align|center}}}|Bull Rush]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Bullseye|Bullseye]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Grants +25 aim/crit to shots at 2 AP or at [[Other_Abilities_(LWR)#Idle|preoccupied]] targets (double if both).&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Those shots do not graze and gain +10% crit (double if both).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Precision:&amp;lt;/b&amp;gt; Those shots also gain +10 penetration (double if both).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; Those shots also gain +1 damage (double if both).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Psi_Surge_(LWR)&amp;diff=124955</id>
		<title>Template:Psi Surge (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Psi_Surge_(LWR)&amp;diff=124955"/>
		<updated>2025-11-09T21:59:33Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding:{{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:PSI_Inspiration_tga2.png|32px|{{{align|center}}}|Psi Surge]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Psi Surge|Psi Surge]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Infuses allies with power at the cost of 5 HP. Allied soldiers within 6 tiles have mind fray, disorient, shaken, panic, fear, healing fatigue, and red fog removed. They gain 10 defense and 30 will, and reduce incoming psionic damage by 30%. They heal 50% of missing HP and have a 35% chance per enemy in their sight to become [[Other_Abilities_(LWR)#Enrage|enraged]]. 1 turn cooldown. Costs 0 AP.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Inner_Fire_(LWR)&amp;diff=124954</id>
		<title>Template:Inner Fire (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Inner_Fire_(LWR)&amp;diff=124954"/>
		<updated>2025-11-09T21:58:01Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding:{{{topbotpad}}}px 0&amp;quot;&amp;gt;&lt;br /&gt;
[[File:burn.png|32px|{{{align|center}}}|Inner Fire]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Inner Fire|Inner Fire]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Grants +20% throw range, +2.0 mobility, and +10% DR. Regenerates 2 base (non-armor) HP each turn and grants immunity to [[Other_Abilities_(LWR)#Bleeding|bleeding]]. Gain an additional reaction shot on Overwatch. Psionic potential unlocks a deep connection to one&#039;s body.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Regenesis_(LWR)&amp;diff=124953</id>
		<title>Template:Regenesis (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Regenesis_(LWR)&amp;diff=124953"/>
		<updated>2025-11-09T21:57:20Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
{{#if:{{{noimage|}}}||[[File:BATTLEFATIGUE.png|32px|{{{align|center}}}|Regenesis]]}}&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Regenesis|Regenesis]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens) and grants immunity to [[Other_Abilities_(LWR)#Bleeding|bleeding]].&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Plasma_Shield_(LWR)&amp;diff=124952</id>
		<title>Template:Plasma Shield (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Plasma_Shield_(LWR)&amp;diff=124952"/>
		<updated>2025-11-09T21:56:45Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:MEC BODY SHIELD.png|32px|{{{align|center}}}|Body Shield]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Plasma Shield|Plasma Shield]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Any turn this unit takes more than 30% of its max HP in damage it gains a shield of pure plasma. The shield is separate from the unit, cannot be crit, and can absorb 20/40/60/80/100 damage until the end of the current turn. An active shield staunches [[Other_Abilities_(LWR)#Bleeding|bleeding]] and makes this unit act as if it has not been damaged this turn -- this can disable or re-enable other abilities. This unit cannot be pinned.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Robotic_(LWR)&amp;diff=124951</id>
		<title>Template:Robotic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Robotic_(LWR)&amp;diff=124951"/>
		<updated>2025-11-09T21:56:08Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ABILITY REPAIRSHIV.png|32px|{{{align|center}}}|Robotic]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Robotic|Robotic]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;This unit is immune to [[Other_Abilities_(LWR)#Bleeding|bleeding]], psionic attacks, panic, and fire. This unit also cannot be stunned, maimed, or strangled.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Distortion_(LWR)&amp;diff=124950</id>
		<title>Template:Distortion (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Distortion_(LWR)&amp;diff=124950"/>
		<updated>2025-11-09T21:51:02Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:distortion_field_tga2.png|32px|{{{align|center}}}|Distortion]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Distortion|Distortion]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Reality is distorted around this unit: non-psionic attacks deal only 40% of their original damage (20% for ballistic/gauss), after which half the damage is then shared among allies in sight within 8 tiles. Grants +90 crit resistance and reduces [[Other_Abilities_(LWR)#Corrosion|corrosion]] duration to 1 turn. For Humans: prevents Mind Control, fatigue, and any healing.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Shadowshot_(LWR)&amp;diff=124949</id>
		<title>Template:Shadowshot (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Shadowshot_(LWR)&amp;diff=124949"/>
		<updated>2025-11-09T21:50:30Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SNIPER SNAPSHOT.png|32px|{{{align|center}}}|Shadowshot]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Shadowshot|Shadowshot]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Shooting will not trigger reaction fire and any target hit loses 20% of their current armor HP. Strips armor HP like [[Other_Abilities_(LWR)#Corrosion|corrosion]], does not deal direct damage.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Reconstruction_Protocol_(LWR)&amp;diff=124948</id>
		<title>Template:Reconstruction Protocol (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Reconstruction_Protocol_(LWR)&amp;diff=124948"/>
		<updated>2025-11-09T21:49:23Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SENTINEL MODULE ICON.png|32px|{{{align|center}}}|Reconstruction Protocol]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Reconstruction Protocol|Reconstruction Protocol]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Grants Repair [Heal a mechanical unit for 5 HP and remove [[Other_Abilities_(LWR)#Corrosion|corrosion]]]. Repair heals 6 more HP and does not trigger reaction shots. The first use of Repair each turn costs 1 AP.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Acidic_(LWR)&amp;diff=124947</id>
		<title>Template:Acidic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Acidic_(LWR)&amp;diff=124947"/>
		<updated>2025-11-09T21:48:35Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ALIEN_POISONCLAW.png|32px|{{{align|center}}}|Acidic]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Acidic|Acidic]]&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{#if:{{{text|}}}|&#039;&#039;Immune to [[Other_Abilities_(LWR)#Corrosion|corrosion]]. Attacks bypass all DR, may apply corrosion, and fatal attacks kill with no chance of a critical wound. Corrodes enemy units that are within 1.5 tiles of this unit after each move. Reveals enemy units that are within 4 tiles of this unit after each move.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Repair_Servos_(LWR)&amp;diff=124946</id>
		<title>Template:Repair Servos (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Repair_Servos_(LWR)&amp;diff=124946"/>
		<updated>2025-11-09T21:48:05Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:MEC REPAIR SERVOS.png|32px|{{{align|center}}}|Repair Servos]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Repair Servos|Repair Servos]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Repairs damage sustained in battle: When damaged, gain servos equal to 35% of the damage sustained. Each servo can heal 1 HP. At end of turn, use half the servos available (minimum 1). Active servos are removed if this unit is fully healed or [[Other_Abilities_(LWR)#Corrosion|corroded]].&lt;br /&gt;
&lt;br /&gt;
{{#ifeq:{{lc:{{{subspec|}}}}}|no||&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Finesse:&amp;lt;/b&amp;gt; Gain servos equal to 40% of the damage sustained instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Resilience:&amp;lt;/b&amp;gt; Reduces corrosive damage from acid by 65% and corrosion no longer removes servos.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Zeal:&amp;lt;/b&amp;gt; Gain +0.6 mobility for every 2 active repair servos.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Repair_(LWR)&amp;diff=124945</id>
		<title>Template:Repair (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Repair_(LWR)&amp;diff=124945"/>
		<updated>2025-11-09T21:47:26Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ALIEN REPAIR.png|32px|{{{align|center}}}|Repair]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Repair|Repair]]&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{#if:{{{text|}}}|&#039;&#039;Heal a mechanical unit for 5 HP and remove [[Other_Abilities_(LWR)#Corrosion|corrosion]].&#039;&#039;}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Mechanic_(LWR)&amp;diff=124944</id>
		<title>Template:Mechanic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Mechanic_(LWR)&amp;diff=124944"/>
		<updated>2025-11-09T21:46:49Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SENTINEL MODULE ICON.png|32px|{{{align|center}}}|Mechanic]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Mechanic|Mechanic]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Removes [[Other_Abilities_(LWR)#Corrosion|corrosion]] from all adjacent allies after each action. Grants 2 uses of Repair.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Discipline:&amp;lt;/b&amp;gt; Gain +10 aim vs flying mechanical units.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Endurance:&amp;lt;/b&amp;gt; When in partial cover adjacent to a SHIV: Gain 20 defense, and when that SHIV takes damage, if this unit is idle, heal the SHIV for 25% of the damage taken.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Guile:&amp;lt;/b&amp;gt; Repair heals an additional +2 HP if an idle medic is within 4 tiles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Smart_Macrophages_(LWR)&amp;diff=124943</id>
		<title>Template:Smart Macrophages (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Smart_Macrophages_(LWR)&amp;diff=124943"/>
		<updated>2025-11-09T21:44:48Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
{{#if:{{{noimage|}}}||[[File:Defenders Medal 2 (EU2012).png|32px|{{{align|center}}}|Smart Macrophages]]}}&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Smart Macrophages|Smart Macrophages]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Grants complete immunity to [[Other_Abilities_(LWR)#Corrosion|corrosion]] and [[Other_Abilities_(LWR)#Shred|shredding]].&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Smart_Macrophages_(LWR)&amp;diff=124942</id>
		<title>Template:Smart Macrophages (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Smart_Macrophages_(LWR)&amp;diff=124942"/>
		<updated>2025-11-09T21:42:16Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
{{#if:{{{noimage|}}}||[[File:Defenders Medal 2 (EU2012).png|32px|{{{align|center}}}|Smart Macrophages]]}}&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Smart Macrophages|Smart Macrophages]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Grants complete immunity to [[Other_Abilities_(LWR)#Corrosion|corrosion] and [[Other_Abilities_(LWR)#Shred|shredding]].&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Alien_Shred_(LWR)&amp;diff=124941</id>
		<title>Template:Alien Shred (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Alien_Shred_(LWR)&amp;diff=124941"/>
		<updated>2025-11-09T21:41:00Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HEAVY SHREDDER.png|32px|{{{align|center}}}|Alien Shred]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Alien Shred|Alien Shred]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Primary weapon shots during this unit&#039;s turn apply [[Other_Abilities_(LWR)#Shred|Shred]] equal to 30% (20% on suppressive fire) of the percentage of the target&#039;s max HP lost from the attack (which increases subsequent damage the target receives by the amount of Shred) for the remainder of the battle.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Tinker_(LWR)&amp;diff=124940</id>
		<title>Template:Tinker (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Tinker_(LWR)&amp;diff=124940"/>
		<updated>2025-11-09T21:40:27Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:bombard_tga.png|32px|{{{align|center}}}|Tinker]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Tinker|Tinker]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Concussion and psi grenades add 10 [[Other_Abilities_(LWR)#Shred|shred]] to their targets. On detonation, smoke grenades repair all shred.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Finesse:&amp;lt;/b&amp;gt; After adding the shred, increase the target&#039;s total shred by +25%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Resilience:&amp;lt;/b&amp;gt; On detonation, Smoke Grenades also cleanse corrosion.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Zeal:&amp;lt;/b&amp;gt; Concussion and Psi Grenades deal 1 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Shredder_(LWR)&amp;diff=124939</id>
		<title>Template:Shredder (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Shredder_(LWR)&amp;diff=124939"/>
		<updated>2025-11-09T21:39:52Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HEAVY SHREDDER.png|32px|{{{align|center}}}|Shredder]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Shredder|Shredder]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Primary weapon attacks during this unit&#039;s turn apply [[Other_Abilities_(LWR)#Shred|Shred]] equal to the damage dealt as a percent of the target&#039;s max HP (which increases subsequent damage the target receives by the amount of Shred) for the remainder of the battle.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Damage_Control_(LWR)&amp;diff=124938</id>
		<title>Template:Damage Control (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Damage_Control_(LWR)&amp;diff=124938"/>
		<updated>2025-11-09T21:38:47Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:MEC DAMAGE CONTROL.png|32px|{{{align|center}}}|Damage Control]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Damage Control|Damage Control]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Grants +5% DR each time damage is received. If [[Other_Abilities_(LWR)#Shred|shredded]], reduces shred to 50% at end of turn.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(LWR)&amp;diff=124918</id>
		<title>S.H.I.V. (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(LWR)&amp;diff=124918"/>
		<updated>2025-10-28T21:46:06Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
[[File: Soldiers_SHIVS.png|left|160px|]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Super-Heavy Infantry Vehicle&#039;&#039;&#039; is a special unit that brings raw damage, durability, and a degree of utility to the field, thanks to their numerous upgrades and equipment options. All SHIVs can be used as partial cover. The basic SHIV is available to build from the beginning of the campaign. Starting roster will contain 4-3-2-1-0 of them depending on difficulty.&lt;br /&gt;
One SHIV will accompany your soldiers on your first mission, assuming you are not playing on Pain difficulty (where you will not even get a 6th soldier to replace it!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Big Sky (the Skyranger pilot) can control only 1 SHIV each turn.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;This means that if you bring multiple SHIVs on a mission only 1 can act each turn.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;SHIVs do not accumulate fatigue.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like other units, SHIVs must have their weapons replaced individually. All units start with the baseline Autocannon (with an unlimited  quantity in stock, much like the other basic ballistic weapons), which can be upgraded for each tier of weapon. New weapons must be manufactured by Engineering, and they can be found in the same section as MEC armaments.&lt;br /&gt;
&lt;br /&gt;
Bringing a SHIV to a mission isn&#039;t a waste of experience either, as the 1st SHIV alive at the end of any battle grants its mission experience to its squadmates. As well, any experience from kills the SHIV makes gets shared with the squad.&lt;br /&gt;
&lt;br /&gt;
SHIVs, like most mechanized units, have built-in damage reduction and are &#039;&#039;hardened&#039;&#039;, which makes them more durable. Much cheaper than MEC Troopers, and with swappable perks giving them a significant degree of flexibility, these units will prove to be a valuable asset to XCOM.&lt;br /&gt;
&lt;br /&gt;
It is advisable to have at least a small pool of SHIVs in reserve, to fill any gaps when your Barracks list reads nearly entirely &amp;quot;Fatigue&amp;quot;, and to help deal with smaller crashed UFOs that you still may want to gather materials from, as their raw damage and durability can potentially serve as a replacement for high-ranking soldiers.&lt;br /&gt;
&lt;br /&gt;
==SHIV Units==&lt;br /&gt;
&lt;br /&gt;
All SHIVs have inherently have high HP and tankiness. There are ways to make them do significant damage. Creative play and builds are encouraged. All SHIVs can be repaired by Engineers. Their repair charges are valuable, but ultimately a limited resource. SHIVs worst enemy is &#039;&#039;&#039;Corrosion&#039;&#039;&#039; that reduces their tankiness and strips away the armor. Engineer can remove the &#039;&#039;&#039;Corrosion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A basic &#039;&#039;&#039;SHIV&#039;&#039;&#039; is a strong, sturdy and reliable addition to any XCOM squad. Its a bit less tanky than the Alloy SHIV and its main limitation is access to limited item slots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alloy SHIV&#039;&#039;&#039; is sturdier version of the SHIV that offers significant space for customization since it can afford to equip 4 items. SHIVs with less than 8.0 or 7.3 mobility can be considerably less useful so even leaving some item slots unused is sometimes smart move. Lastly, while this SHIV is very resistant to damage, some alien leaders have &#039;&#039;&#039;Critical System Targeting&#039;&#039;&#039; ability that can do serious damage per hit to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hover SHIV&#039;&#039;&#039; is technologically most advanced version of the SHIV, capable of flight. It is a little less tanky than their Alloy counterpart, but while in air it gets a significant defense bonus. Aliens usually do not target higher defense units, so this SHIV is not tank primarily and will not draw as much fire. As this SHIV has excellent offensive potential due to height aim bonuses, it is probably best to equip it with offensive items. Remember, flight fuel is limited so strategizing is required. Fuel cells can be upgraded, at which point this SHIV becomes quite formidable offensive weapon.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!! rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;Base DR !!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv1.png|128px|link=S.H.I.V. (LWR)|SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|SHIV]]&#039;&#039;&#039;||12||title=&amp;quot;Base HP + Armor HP&amp;quot;|12+10||15||25||55||2||15 Crit Resistance|| ||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300|| || ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Alloy SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv2.png|128px|link=S.H.I.V. (LWR)|Alloy SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|Alloy SHIV]]&#039;&#039;&#039;||12||title=&amp;quot;Base HP + Armor HP&amp;quot;|14+14||20||25||55||4||20 Crit Resistance||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|26&amp;amp;nbsp;days&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Hover SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv3.png|128px|link=S.H.I.V. (LWR)|Hover SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|Hover SHIV]]&#039;&#039;&#039;||12||title=&amp;quot;Base HP + Armor HP&amp;quot;|14+8||10||25||55||4||10 Crit Resistance&amp;lt;br&amp;gt;Supports [[Other_Abilities_(LWR)#Flight|&#039;&#039;&#039;Flight&#039;&#039;&#039;]] (14 fuel)||[[Research (LWR)#Defensive Tech|Antigrav Systems]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|39&amp;amp;nbsp;days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SHIV Innate Perks==&lt;br /&gt;
Perks that all SHIVs start with. Rams can do significant damage, depending on position it is possible even to kill two units per turn using 1AP blue moves. But it requires approximately straight shiv path to alien to work and do damage so commander should try to strategize to maximize SHIV damage potential. Tanking wise, SHIV is strong tank, but even with hardened it can be chipped down by multiple alien shots so some caution is advised. SHIV tanking resistance drops with lost armor therefore it is advisable to repair it sooner rather than later.&lt;br /&gt;
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&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#fff&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Ram&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ram (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Hardened&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Hardened (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SHIV Configurable Perks ==&lt;br /&gt;
&lt;br /&gt;
All SHIVs start with the ability to alter their Base Configuration.  Further upgrade levels require &#039;&#039;&#039;[[Engineering_(LWR)#The_Foundry|Foundry]]&#039;&#039;&#039; upgrades to be researched.&lt;br /&gt;
&lt;br /&gt;
{{SHIV Tree (LWR)|&lt;br /&gt;
|Base1={{Lock n&#039; Load (LWR) |text=1|topbotpad=10|subspec=no}}&lt;br /&gt;
|Base2={{Repair Servos (LWR) |text=1|topbotpad=10|subspec=no}}&lt;br /&gt;
|Base3={{Platform Stability (LWR) |text=1|topbotpad=10|subspec=no}}&lt;br /&gt;
|SAI1={{Holo Rounds (LWR) |text=1|topbotpad=10|subspec=no}} &lt;br /&gt;
|SAI2={{Shredder (LWR) |text=1|topbotpad=10|subspec=no}} &lt;br /&gt;
|SAI3={{Damage Control (LWR) |text=1|topbotpad=10|subspec=no}}  &lt;br /&gt;
|SAII1={{Reactive Targeting Sensors (LWR) |text=1|topbotpad=10|subspec=no}}  &lt;br /&gt;
|SAII2={{Light &#039;Em Up (LWR) |text=1|topbotpad=10|subspec=no}}  &lt;br /&gt;
|SAII3={{Close Combat Specialist (LWR) |text=1|topbotpad=10|subspec=no}}&lt;br /&gt;
|SAIII1={{Critical System Targeting (LWR) |text=1|topbotpad=10|subspec=no}} &lt;br /&gt;
|SAIII2={{Fortified (LWR) |text=1|topbotpad=10|subspec=no}} &lt;br /&gt;
|SAIII3={{Absorption Fields (LWR) |text=1|topbotpad=10|subspec=no}}  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SHIV Additional Items==&lt;br /&gt;
Additonal items that SHIVs can use to complement its builds. Some of the items are shared with mech units making them more convenient to build and utilize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Tracker&#039;&#039;&#039; - Never underestimate power of information. One of strongest item to have if properly used, more so if you don&#039;t have Scout available on a mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scope&#039;&#039;&#039; - Generic shooting booster, strong, as SHIVs in general have high damage weapons with low aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; - Lategame upgrade to Scope, and an upgrade in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Sight/AR Targeter/Reaper Ammo&#039;&#039;&#039; - SHIV is not very good at critting, but it deals heavy damage making these items at least interesting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alloy Carbide Plating/Core Plating&#039;&#039;&#039; - More armor HP, DR and resistance to &#039;&#039;Corrosion&#039;&#039;. Excellent items to equip. Eliminates one of main SHIV weaknesses - acid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alloy Enhanced Rounds/Enhanced Beam Optics/Plasma Stellerator&#039;&#039;&#039; - Good boosters for shooter builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; - Pretty much mandatory item for &#039;&#039;Alloy SHIVs&#039;&#039; and great one at that. SHIV movement is boost by 2.0 and RAM damage is doubled. Nothing better than overrun fat mutons from full HP to zero. Works best when dashing long distances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prediction Computer&#039;&#039;&#039; - Gives lots of damage to SHIV on reactive shots. Works well with &#039;Reactive Targeting Sensors configuration. It boosts SHIV defense by +10, which is something you might not want, so take into consideration when using it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Mags/Armor Piercing Ammo/Flak Ammo&#039;&#039;&#039; - Utility items with some niche uses.&lt;/div&gt;</summary>
		<author><name>Lorthos</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=124917</id>
		<title>UFOs (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=124917"/>
		<updated>2025-10-28T21:38:52Z</updated>

		<summary type="html">&lt;p&gt;Lorthos: &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 10 aircraft per continent this chance maxes out at 70% (or 100% 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;
*UFO Flight Computer: 50%&lt;br /&gt;
*Alien Stasis Tank: 30%&lt;br /&gt;
*Alien Surgery: 30%&lt;br /&gt;
*Alien Food: 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 (600 + 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;: 35&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;Attribute/Leader 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 (1100 + 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;: 40&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 usually start appearing at AL3 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 (3200 + 25%/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;: 6-10, +2 aliens per difficulty above Easy, +1 command pod of 4 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute/Leader Level Boost&#039;&#039;&#039;: +10%/+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 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 (1800 +50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability Upgrade (Level 7)&#039;&#039;&#039;: Moderate (2400 +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;: 50&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;: Low (3200 +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;: 75&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/Leader Level Boost&#039;&#039;&#039;: +10%/+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 (5000 + 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;: 6-10, +2 aliens per difficulty above Easy, +1 command pod of 4 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute/Leader Level Boost&#039;&#039;&#039;: +20%/+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 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;: Moderate (5000 + 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;: 6-10, +2 aliens per difficulty above Easy, +1 command pod of 4 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute/Leader Level Boost&#039;&#039;&#039;: +20%/+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 (13000 +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;: 6-10, +2 aliens per difficulty above Easy, +1 command pod of 4 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute/Leader Level Boost&#039;&#039;&#039;: +20%/+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 early-mid game. 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 (16000 + 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;: 6-10, +2 aliens per difficulty above Easy, +1 command pod of 4 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute/Leader Level Boost&#039;&#039;&#039;: +20%/+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 (22000 +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;: 6-10, +2 aliens per difficulty above Easy, +1 command pod of 4 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute/Leader Level Boost&#039;&#039;&#039;: +30%/+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; Extremely High (2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (32000 + 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;: Research, Terrorize, Retaliate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 6-10, +2 aliens per difficulty above Easy, +1 command pod of 4 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute/Leader Level Boost&#039;&#039;&#039;: +30%/+3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has less firepower but much 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&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Penetration&lt;br /&gt;
! width=&amp;quot;16%&amp;quot; | Average Realized DPS&amp;lt;br&amp;gt;(vs Firestorm)&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 40% || 1.0s || 350 || Tier 2 || 154&amp;lt;br&amp;gt;(70)&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 60% || 0.5s || 400 || Tier 4 || 576&amp;lt;br&amp;gt;(480)&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance || 50% || 1.0s || 2500 || Tier 6 || 1625&amp;lt;br&amp;gt;(1375)&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>Lorthos</name></author>
	</entry>
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