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		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LWOTC)&amp;diff=110555</id>
		<title>ADVENT&#039;s Agenda (LWOTC)</title>
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		<summary type="html">&lt;p&gt;Man of Letters: /* Activity Tables */ Mention the Propaganda exception&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LWOTC as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Strength (GV/GS) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Strength value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GS it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GS values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Strength (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents how powerful the units that ADVENT can deploy during missions. At very low levels, only the most basic unit types (ADVENT troopers, officers, sectoids, vipers, etc.) will be seen, but as force level increases, more powerful (MECs, mutons, archons, etc.) enemies will start to appear. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This build-up of more powerful and dangerous units by ADVENT is almost impossible to stop or even delay.&lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Strength Level===&lt;br /&gt;
&#039;&#039;Also known as Alert or Alertness&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Strength numbers by bringing regularly emergency offworld reinforcements. The Regional Strength (RS) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Strength (GS) level is the sum of all RSs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RS determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: the base level of Strength, plus modifiers such as [[Infiltration_(LW2)|Infiltration]] or specific mission ones, determines the total pod composition and number of enemies the mission will start with, which is partially indicated by the [[Missions_(LW2)#Enemy_Activity_Level|mission activity level]].&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Strength to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Strength Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Strength of at least 1, except on Legendary where RS is level 2.&lt;br /&gt;
* Global Strength starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear after March 22nd:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Strength level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Strength level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Strength value by 20 points.&lt;br /&gt;
&lt;br /&gt;
====Missions and Strength Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Strength level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RS value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions.&lt;br /&gt;
* The Strength level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 Strength level, regardless of the Global Strength level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Strength levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Strength (GS) level. That is: NetGV = GV - GS. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Strength points.&lt;br /&gt;
** The normal reinforcement activity continues to operate, and both types can even target the same region simultaneously.&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 5-9 days (depending on active rebels, minimum 5, +12 hours per active rebel above 5), so if a region is empty of any XCOM activity it will eventually return to a less alarmed status. This decay timer is reset every time XCOM successfully completes a mission in the region. Failed missions have no effect.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Strength value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Strength Modifiers - the effect the activity will have on the ADVENT Regional Force and Strength levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Strength - the range of Regional Strength values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* Evac Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
* Regional Cooldown - the number of days before this Activity can appear again in a region. Cooldown timer starts when Activity is spawned.&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Level Modifier: 1 | Strength Modifier: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Strength&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities (guerilla ops)&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once, except for Propaganda that is not limited in this way and doesn&#039;t contribute to the count. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||18-24.5||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12||28-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||14-19||||Protect Research&lt;br /&gt;
|- &lt;br /&gt;
| Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |*Extra 0.25% chance per Strength point in region.||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||21-32&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Requires at least one Faceless in region.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Evac Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Strength point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Strength point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Strength points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Add Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Strength &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||36-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Can only occur 21+ days after liberation.|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated. 10-16 day global cooldown.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||21&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ working rebels. There must be 5+ rebels present in the region||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||||25-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations. This mission is not required in order to remove faceless but rather an opportunity to take them down and loot their valuable corpses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Evac Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -1 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected. Force Level is first multiplied by 0.67 before applying modifier.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LWOTC)&amp;diff=110537</id>
		<title>Haven Management (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LWOTC)&amp;diff=110537"/>
		<updated>2022-07-22T07:26:44Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* XCom Liaison */  Clarify liaison 24h cooldown; see https://www.reddit.com/r/LWotC/comments/semdy3/comment/ih5t3ap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
Havens are the basis of resistance activity for XCOM and is where you asign your rebels jobs in order to complete various tasks.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers. If the area is liberated, you get a 3% chance for scientists and 3% chance for engineers.&lt;br /&gt;
* Hidden: perform no production, this doesn&#039;t help reduce the ADVENT strength(Alert level) in the region, but it helps to avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
When Resistance personnel switch jobs, they will be ineffective for 24 hours.&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. Rebels rank up based on the amount of days they were at the haven, requiring a minimum of 21 days for 1 star and an additional minimum  42 days for 2 stars. Once they are present for at least the given time, they have a 10%/5% chance for each respective rank to promote after some interval. Each rank grants a +50% bonus to their effectiveness and grants them two soldier perks that makes them more effective in combat during raids.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen. Having a region liberated and having a radio tower each increase efficiency by another 20% in that region (the two bonuses will stack).&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover ADVENT infiltrators. The higher their rank and any officer rankings they have will increase their effectiveness in boosting the recruit job and in hunting faceless. The soldier will also be available on all retaliations along with any equipment they currently have. There is an additional bonus to recruitment based on how many rebels are in the haven if the total population is less than 6 and will only recruit rebels. This serves as a method to recovering a loss haven.&lt;br /&gt;
* Scientists: boosts intel jobs by 20%.&lt;br /&gt;
* Engineer: boosts supply jobs by 20%.&lt;br /&gt;
&lt;br /&gt;
The 24 hours cooldown period does not apply to liaisons, so they can be taken out for missions and returned without any extra loss on top of the days spent outside haven.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Infiltrators ==&lt;br /&gt;
New resistance personnel can be ADVENT infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. A higher ranked rebel does not mean it isn&#039;t a faceless. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven. The amount of faceless cannot be more than a third of the total haven population (ex. there can&#039;t be more than 4 Faceless in a haven of 12 rebels). &lt;br /&gt;
&lt;br /&gt;
On recruiting a new rebel, there&#039;s a base 16% chance that the rebel is a faceless infiltrator. This chance is doubled with the [[Dark_Events_(LW2)#Counterinsurgency_Ops|Haven Infiltrator Dark Event]] active, and reduced by 40% &#039;&#039;each&#039;&#039; if the soldier liaison is a [[Specialist_(LW2)|Specialist]] with [[Perk_List_(LW2)#Scanning_Protocol|Scanning Protocol]], a [[Psi Operative (LW2)|Psi Operative]] with [[Perk_List_(LW2)#Mind_Merge|Mind Merge]], or has a [[Equipment_(LW2)#Grenades|Battle Scanner]] equipped. This reduction is multiplicative and thus will have diminishing returns. This reduction also applies to recruiting rebels through other means such as jailbreaks.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them, but higher rank soldiers, [[Officers_(LW2)|Officers]] and [[Psi Operative (LW2)|Psi Operatives]] will increase the speed at which they are revealed. This mission is not required to complete in order to remove faceless from the haven as their cover is now blown, this is more an opportunity to strike back at advent and loot their corpses.&lt;br /&gt;
&lt;br /&gt;
Finishing a rendezvous mission does not necessarily mean all faceless in the region have successfully been eliminated. The amount of faceless that can be present on a given rendezvous is based on the local [[ADVENT%27s_Agenda_(LWOTC)#Force_Level|Force Level]] and is shown in the mission brief.&lt;br /&gt;
&lt;br /&gt;
Changing your liason does not reset progress in detecting any faceless (per xwynns)[https://www.youtube.com/watch?v=3Tjd2Z2wgd0&amp;amp;feature=youtu.be&amp;amp;t=31m54s]&lt;br /&gt;
&lt;br /&gt;
== ADVENT Retaliations ==&lt;br /&gt;
As the resistance grows stronger and more organized in a region, ADVENT will eventually notice the rebel&#039;s actions and try to stop them. They will engage in a number of operations called Retaliations against groups of rebels or even the entire haven. It&#039;s up to XCom to defend them as even when they are armed, simple rebels are no match to ADVENT forces.&lt;br /&gt;
Retaliations can be either :&lt;br /&gt;
* &#039;&#039;&#039;Full retaliations&#039;&#039;&#039; Those target an entire Haven. Ignoring or totally failing a Full Retaliation will lead to all your rebels in the region being killed and the haven being empty. It&#039;s possible to prevent those missions as there will always be a Destroy the Relay mission with &amp;quot;Prevent Resistance Data Leak&amp;quot; as reward before the actual retaliation. Winning that mission will prevent the Retaliation completely and ensure the haven is safe. If you can&#039;t respond to the Retaliation or lose all your rebels during it&#039;s course it&#039;s still possible (but slow) to rebuild a Haven by using a soldier liaison to recruit new rebels.&lt;br /&gt;
* &#039;&#039;&#039;Mini retaliations&#039;&#039;&#039; (also called Raids) will target a specific job and all Rebels doing the job. Depending on the targeted activity the advisor may also show up in the mission but only soldier advisors will ever be armed. Ignoring a mini-retaliation will kill all rebels on that particular job and that job will be unavailable for 21 days. The advisor will also die if he was supposed to be in the mission. It&#039;s possible to attempt and fail a mission without loosing the rebels (especially for Intel Raids), in this case the job will still be locked for the same duration.&lt;br /&gt;
Both mini and full retaliations require a minimum [[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]] and active rebels count before they trigger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ADVENT&lt;br /&gt;
Retaliation&lt;br /&gt;
! Required&lt;br /&gt;
[[ADVENT%27s_Agenda_(LWOTC)#Strength_Level|Strength Level]]&lt;br /&gt;
! Required&lt;br /&gt;
[[ADVENT%27s_Agenda_(LWOTC)#Vigilance_Level|Vigilance Level]]&lt;br /&gt;
! Min Rebels on duty&lt;br /&gt;
(see notes)&lt;br /&gt;
! Affected Advisor&lt;br /&gt;
! Mission&lt;br /&gt;
|-&lt;br /&gt;
| Full Retaliation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| All&lt;br /&gt;
| Haven Defense&lt;br /&gt;
Terror&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| Soldier / Scientist&lt;br /&gt;
| Protect the datatap&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| Soldier / Engineer&lt;br /&gt;
| Protect Supply Convoy&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier&lt;br /&gt;
| Escort Recruiters&lt;br /&gt;
|}&lt;br /&gt;
Notes :&lt;br /&gt;
* Full Retaliations evaluates the rebels on every job(except hiding job) while mini retaliations only consider rebels doing that particular job (so 6+ rebels on intel will never trigger a supply raid).&lt;br /&gt;
* Full retaliations also has an additional requirement in order to occur. The haven population must be at lesat 5 in order for the attack to launch meaning that a haven with only 4 rebels will never get attacked regardless of the number of rebels on duty (this does not mean they can&#039;t be raided).&lt;br /&gt;
* Faceless &amp;quot;rebels&amp;quot; reduce the minimal rebel on duty count required in order to trigger a retaliation to an absolute minimum of three. This means that 3 faceless &amp;quot;rebels&amp;quot; can trigger a recruit raid.&lt;br /&gt;
&lt;br /&gt;
=== Rebel Loadouts ===&lt;br /&gt;
During mini retaliations (raids) and rendezvous, rebels are equipped with weaponry to aid soldiers in combat. Rebels have a random chance to receive weapon tech based on approximately 1 tech level below the highest weapon tech XCOM has researched (but also requires all previous tech to have been researched as well). Example, if XCOM has researched up to advanced magnetics, then rebels have a random chance to carry laser weapons during missions where they are armed. Rebels also receive a guaranteed HP bonus based on the armor tech XCOM has researched, gaining an additional +2 HP with predator armor and another +3 HP with powered armor (total +5 HP). &lt;br /&gt;
The rebels randomly gain one of the following loadouts during missions they are armed:&lt;br /&gt;
* 60% chance to carry a rifle, a frag grenade, and a flashbang grenade.&lt;br /&gt;
* 20% chance to carry a smg, a frag grenade, and a smoke grenade.&lt;br /&gt;
* 20% chance to carry a shotgun, a frag grenade, and a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
== Liberated Regions ==&lt;br /&gt;
&lt;br /&gt;
Once a haven has been liberated, it instantly destroys up to 5 Advent Legions/Strength present in the region with any excess transferring to adjacent regions, all regions in the world gain 1 vigilance with adjacent regions gaining another point, stops generating new missions and any current missions underway in the region and grants any currently infiltrating missions in that region a +50% bonus to infiltration but must be launched or aborted. &lt;br /&gt;
&lt;br /&gt;
This means that there is no chance of any retaliation missions happening (and you can put all of your rebels on a given mission). Additionally, any current missions underway will instantly stop meaning it can cancel any dark events being researched in the region and stops any current retaliations in the region upon liberation. Haven Invasions will happen if Advent reinforces the Advent Strength to 8 onto an adjacent region. You can prevent invasion by detecting the first step of invasion(Supply Line Raid) on the liberated region before the invasion. This cannont occur on newly liberated regions until after 21 days has passed.&lt;br /&gt;
&lt;br /&gt;
All jobs in liberated regions have a 20% bonus. After a certain time period, liberated regions will begin to produce 50% of the supplies they originally produced, this is to simulate the effects of running out of material to scavenge. Each region will have a random amount of set supplies (between 2000 and 3000) with your starting region having 2500 supplies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LWOTC)&amp;diff=110505</id>
		<title>ADVENT&#039;s Agenda (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LWOTC)&amp;diff=110505"/>
		<updated>2022-07-18T21:36:19Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Strength Mechanics */ I&amp;#039;ve seen Reinforce Activity on March 27; probably the confusion stems from XCOM months being 22 days&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LWOTC as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Strength (GV/GS) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Strength value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GS it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GS values&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Strength (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents how powerful the units that ADVENT can deploy during missions. At very low levels, only the most basic unit types (ADVENT troopers, officers, sectoids, vipers, etc.) will be seen, but as force level increases, more powerful (MECs, mutons, archons, etc.) enemies will start to appear. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This build-up of more powerful and dangerous units by ADVENT is almost impossible to stop or even delay.&lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Strength Level===&lt;br /&gt;
&#039;&#039;Also known as Alert or Alertness&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strength refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Strength numbers by bringing regularly emergency offworld reinforcements. The Regional Strength (RS) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Strength (GS) level is the sum of all RSs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RS determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: the base level of Strength, plus modifiers such as [[Infiltration_(LW2)|Infiltration]] or specific mission ones, determines the total pod composition and number of enemies the mission will start with, which is partially indicated by the [[Missions_(LW2)#Enemy_Activity_Level|mission activity level]].&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Strength to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Strength Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Strength of at least 1, except on Legendary where RS is level 2.&lt;br /&gt;
* Global Strength starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear after March 22nd:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Strength level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Strength level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Strength value by 20 points.&lt;br /&gt;
&lt;br /&gt;
====Missions and Strength Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Strength level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RS value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Strength level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Strength on the region and +1 Strength on 2 adjacent regions.&lt;br /&gt;
* The Strength level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 Strength level, regardless of the Global Strength level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Strength levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Strength (GS) level. That is: NetGV = GV - GS. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Strength points.&lt;br /&gt;
** The normal reinforcement activity continues to operate, and both types can even target the same region simultaneously.&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 5-9 days (depending on active rebels, minimum 5, +12 hours per active rebel above 5), so if a region is empty of any XCOM activity it will eventually return to a less alarmed status. This decay timer is reset every time XCOM successfully completes a mission in the region. Failed missions have no effect.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Strength value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
* Liberating a region removes all vigilance from the region, increases vigilance by 3 in each adjacent region, and increases it by 1 in every other region.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Strength Modifiers - the effect the activity will have on the ADVENT Regional Force and Strength levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Strength - the range of Regional Strength values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* Evac Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
* Regional Cooldown - the number of days before this Activity can appear again in a region. Cooldown timer starts when Activity is spawned.&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Level Modifier: 1 | Strength Modifier: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Strength&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216+24|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||1||0||Extract, Rescue||192+48||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 2 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192+24||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||24|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite|||| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities (guerilla ops)&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-6||0-12||0||Extract, Rescue||216+96||||18-24.5||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-7||0-12||0||Jailbreak||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||0-6||0||Sabotage CC, Neutralize||216+72||-12||28-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||14-19||||Protect Research&lt;br /&gt;
|- &lt;br /&gt;
| Logistics||55||90||60||||||||0-12||0||Smash N Grab||216+96||||14-19||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||20||15*||||||3-15||4-15||0||Troop Maneuvers||216+72||-24||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |*Extra 0.25% chance per Strength point in region.||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||-1||6+||8+||0||Hack||216+72||||21-32&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Requires at least one Faceless in region.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Evac Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||3.5||||1||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Strength point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||72+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Strength point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Strength points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. Can target a region that is already receiving a regular Add Troop Strength mission. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other tactical dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other strategic dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||0-5||||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Strength &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||3||36&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Strength&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Regional Cooldown (days)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||36-45&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; |Can only occur 21+ days after liberation.|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | always 18 || rowspan=&amp;quot;2&amp;quot; | always 12|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated. 10-16 day global cooldown.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||21&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ working rebels. There must be 5+ rebels present in the region||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Intel.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||21-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 3+ rebels working on Supply.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||4+||0||Recruit Raid||24+5||||25-28&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations. This mission is not required in order to remove faceless but rather an opportunity to take them down and loot their valuable corpses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Level Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Strength Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration (hours)&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Evac Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -1 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected. Force Level is first multiplied by 0.67 before applying modifier.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ADVENT (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_Levels_(LWOTC)&amp;diff=110378</id>
		<title>Difficulty Levels (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_Levels_(LWOTC)&amp;diff=110378"/>
		<updated>2022-07-10T14:21:31Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
In addition to a number of systemic changes, enemy troops&#039; stats scale with difficulty as well. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Unit Differences&lt;br /&gt;
! !!Rookie!!Veteran Vs Rookie!!Commander Vs Veteran!!Legend Vs Commander&lt;br /&gt;
|-&lt;br /&gt;
| Advent Drone || 3 HP, 1 Armor, 15 Detect Radius, 30 HackDefense, 33 FlankCrit || +1 HP, +10 HackDefense || +1 Armor, +1 Detect Radius, +7 FlankCrit || Same as Commander Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid Soldier || 15 HP, 33 FlankCrit || +3 HP || +3 HP, +7 FlankCrit || +3 HP&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Group Leader || 12 HP, 75 Aim, 100 PsiOffense, 100 Will, 33 FlankCrit || +2 HP, +10 PsiOffense, +10 Will|| +1HP, +5 Aim, +10 PsiOffense, +10 Will, +7 FlankCrit || +1 HP, +10 PsiOffense, +10 Will &lt;br /&gt;
|-&lt;br /&gt;
| Muton Centurion || 12 HP, 12 Mobility, 75 Aim, 60 Will, 0 ArmorPierce, 0 Crit, 33 FlankCrit || +1 Mobility, +5 Aim, +10 Crit || +1 HP, +10 Will, +1 ArmorPierce, +7 FlankCrit || +2 HP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Systemic Changes&lt;br /&gt;
! !!Rookie!!Veteran!!Commander!!Legend&lt;br /&gt;
|-&lt;br /&gt;
|Mission Timer Extra Turns || 4 || 2 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Typical 100% Infiltration Time || 96 hours || 120 hours || 144 Hours || 144 Hours&lt;br /&gt;
|-&lt;br /&gt;
| Additional Daily Chance to Find Easiest Missions || 10% || 5% || 3% || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Typical Blacksite/Forge Infiltration Time || 240 hours || 312 hours || 360 hours || 384 hours&lt;br /&gt;
|-&lt;br /&gt;
| Infiltration Boost Intel Cost || 25 || 25 || 25 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Infiltration Boost Time Scaling Factor || 2.0 || 1.75 || 1.5 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Increase Alien Detection at Higher Alien Force Levels || false || false || true || true&lt;br /&gt;
|-&lt;br /&gt;
| Chance Yellow Alert Alien gets Action Point on Scamper || 0% || 20% || 33% || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Chance Green Alert Alien gets Defense Action Point on Scamper || 0% || 20% || 33% || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Base Evac Delay || 1 || 3 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Max Engaged Enemies || 12 || unlimited || unlimited || unlimited&lt;br /&gt;
|-&lt;br /&gt;
| Show Reinforcement Flares || true || false || false || false&lt;br /&gt;
|-&lt;br /&gt;
| Reinforcement Speed Modifier || -20% || -5% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
|Turns Before [[Reinforcements_(LW2)#Doom_Reinforcements|&amp;quot;Doom&amp;quot; Reinforcements]]|| never || 28 after reveal, 12 after strategic fulfillment || 24 after reveal, 10 after strategic fulfillment || 20 after reveal, 8 after strategic fulfillment&lt;br /&gt;
|-&lt;br /&gt;
|Region Intel Cost || 60 || 80 || 80 || 100&lt;br /&gt;
|-&lt;br /&gt;
|Communication Tower cost || 100 || 150 || 150 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Rebels Awarded by Missions || 2-4 || 2-3 || 2-3 || 2-3&lt;br /&gt;
|-&lt;br /&gt;
|Global Aim Modifier || 120% || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Max Rank Soldier Exp Cost || 276/100% || 304/110% || 332/120% || 332/120%&lt;br /&gt;
|-&lt;br /&gt;
|Starting Supplies || 325 || 175 || 150 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Starting Intel || 150 || 125 || 100 || 100&lt;br /&gt;
|-&lt;br /&gt;
|GTS Train Rookie Days || 3 || 7 || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
|AWC Retrain Soldier Days per Rank || 2 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
|AWC Healing Bonus || 100% || 50% || 50% || 50%&lt;br /&gt;
|-&lt;br /&gt;
|Research Time Scalar || 100% || 100% || 110% || 120%&lt;br /&gt;
|-&lt;br /&gt;
|Clear Avenger Room Scalar || 100% || 150% || 150% || 150%&lt;br /&gt;
|-&lt;br /&gt;
|Build Avenger Facility Scalar || 80% || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| First Month Dark Events Occur || 3 || 2 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| First Month Liberation May Occur || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Total Starting Alert Level || 16 || 26 || 31 || 37&lt;br /&gt;
|-&lt;br /&gt;
|Avatar Project Starts on Day || 28 || 21 || 14 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Avatar Project Days Per Advance || 45 || 45 || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
|Blacksite, Forge, Psi Gate Avatar Setback || 4 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Starting Number of Available Recruits || 5 || 5 || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Intel Mission Rewards || 38-42 || 24-36 || 24-36 || 20-30&lt;br /&gt;
|-&lt;br /&gt;
|Alloys Mission Rewards || 12-18 || 9-15 || 9-15 || 8-12&lt;br /&gt;
|-&lt;br /&gt;
|Elerium Mission Rewards || 12-18 || 9-15 || 9-15 || 8-12&lt;br /&gt;
|-&lt;br /&gt;
|Engineering/Basic Research Scalar || 50% || 75% || 75% || 75%&lt;br /&gt;
|-&lt;br /&gt;
|Reduced Contact Cost Reward Scalar || 50% || 66% || 66% || 66%&lt;br /&gt;
|-&lt;br /&gt;
| Local Faceless Income Modifier || 0.03 || 0.05 || 0.06 || 0.07&lt;br /&gt;
|-&lt;br /&gt;
|Black Market Cost Multiplier || 2.75 || 3.0 || 3.0 || 3.0&lt;br /&gt;
|-&lt;br /&gt;
|Days Between Alert-Up UFOs To Neighboring Regions || 14 || 12 || 10 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Days Until First Force-Level-Up UFO || 21 || 18 || 14 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Facility Time to Research Doom || 35-45 days || 32-40 days || 28-36 days || 26-34 days&lt;br /&gt;
|-&lt;br /&gt;
|Chance to Transfer Regional Doom to Alien HQ || 10% || 20% || 25% || 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Aim Assist ==&lt;br /&gt;
Rookie difficulty only includes the XCom aim assist system which gives you hidden bonuses to aim each time an attack misses and after soldiers die.&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LWR)&amp;diff=101283</id>
		<title>Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LWR)&amp;diff=101283"/>
		<updated>2021-06-04T23:29:54Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Terror Sites */ I&amp;#039;m pretty sure I&amp;#039;ve seen first terror mission with 2 pods of Sectoids&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;
When a mission appears in the Mission Control room you have a certain amount of time to deploy to it before it disappears. Noting that you can only engage in one mission at a time and it takes time to travel to and from missions.&lt;br /&gt;
&lt;br /&gt;
Any soldier lost will have a 10% chance to lose each piece of equipment (from 40% in LW 1.0).&lt;br /&gt;
&lt;br /&gt;
= Squad Sizes =&lt;br /&gt;
&lt;br /&gt;
[[File: Soldiers_M-F.png|left|256px|]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad sizes&#039;&#039;&#039; in Long War Rebalance vary depending on the mission type. Unlike, LW 1.0, they can not be increased through Officer Training School upgrades. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;We are Legion (#25)&#039;&#039;&#039; Second Wave option allows bringing 2 additional soldiers on all Covert Op missions.&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;
! style=&amp;quot;padding: 5px;&amp;quot; | Mission Type&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Squad Size&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | UFO Sites, DLC Missions, and Base Assaults&lt;br /&gt;
|| 8&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Abduction, Council, Terror, and Covert Op Data Recovery Missions&lt;br /&gt;
|| 6&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Covert Op Extractions&lt;br /&gt;
|| 3&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Temple Assault&lt;br /&gt;
|| 7-9*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;1 additional soldier can be brought for every 5 council nations still supporting XCOM.&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rewards =&lt;br /&gt;
&lt;br /&gt;
All missions reward bounties for most aliens killed and usually some form of panic reduction for a successful mission. Most missions will have meld canisters that yield meld if collected. UFO Missions and Alien Base Assaults reward extra scavenged resources of alloy (based on the type of UFO) and elerium (based on recovered UFO Power Cylinders). Council missions will have set rewards that can include scientists, engineers, credits, panic reduction, and reward soldiers. &lt;br /&gt;
&lt;br /&gt;
Any abduction, terror, or council mission that is completed in under 10 turns has a chance (10% per turn under 10) to have the council offer a 50-100 credit bonus (double on council missions).&lt;br /&gt;
&lt;br /&gt;
All of these rewards will increase in value by 10% per month of the campaign and are modified based on the campaign length.&lt;br /&gt;
&lt;br /&gt;
=Abductions=&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:520px;float:right;&amp;quot;&amp;gt;[[File:LWRabduction.jpg|right|500px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; credits/scientists/engineers/soldiers (see below), -1 panic in country, and -1 panic in continent (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; +3 [[Alien_Level_(LWR)|alien research]], +3 country panic, and +3 continent panic (modified by current country panic) (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 12 hours&lt;br /&gt;
&lt;br /&gt;
Alien Abductions are generated by an Abductor and are an [[Alien_Missions_(LWR)#Abduction|Alien Mission]] that occurs a few times a month (depending on Campaign Length) but decreases in frequency by 5% (multiplicatively) each month that passes.&lt;br /&gt;
&lt;br /&gt;
Each time the aliens successfully land an abductor on an abduction mission XCOM will be notified, regardless of where in the world they land. The aliens will attempt 2-5 abductions at a single time so abductions can be quite taxing on XCOM&#039;s roster and they may need to bring in fatigued soldiers to complete all missions. If more than 3 abductions are occurring, XCOM will only be able to respond to 3 at a time. Within the first 3 months of the campaign the maximum number of abductions is capped at 3.  Within the first 6 months it is capped at 4.&lt;br /&gt;
&lt;br /&gt;
The maps for each abduction will be chosen randomly, but smaller maps will be filtered out of more dense abductions.&lt;br /&gt;
&lt;br /&gt;
The density of the abduction is determined on the Light(0) -&amp;gt; Moderate(1) -&amp;gt; Heavy(2) -&amp;gt; Swarming(3) scale as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt;&lt;br /&gt;
 Density = 3 - &#039;&#039;Rand&#039;&#039;(5) + Country Panic(out of 100)/33&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 If density is Light(0) or Swarming(3), 75% of the time push the density back to Moderate(1) or Heavy(2), respectively.&lt;br /&gt;
 Highest density is capped at Moderate(1) for the first month and Heavy(2) for the 2nd month&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number of aliens at the abduction site depends on the density of the abduction and other factors:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:640px;float:right;&amp;quot;&amp;gt;[[File:LWRAbductionOption.png|right|600px]]&amp;lt;/div&amp;gt;&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 10px;&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;padding: 0 15px;&amp;quot; | Number of Aliens&lt;br /&gt;
|- &lt;br /&gt;
|| Light || 8-10&lt;br /&gt;
|- &lt;br /&gt;
|| Moderate || 10-12&lt;br /&gt;
|- &lt;br /&gt;
|| Heavy || 12-14&lt;br /&gt;
|- &lt;br /&gt;
|| Swarming || 14-16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Under the &#039;&#039;&#039;alien activity&#039;&#039;&#039; display (see image on right) it will list the density of the abduction, the current level of the aliens, as well as give 1 or 2 &#039;&#039;&#039;+&#039;&#039;&#039; signs. One &#039;&#039;&#039;+&#039;&#039;&#039; sign means that there is either increased aliens due to alien resources being high, increased alien leader levels due to alien aggression being high, or increased aliens due to Incursion Strength being high.  Two &#039;&#039;&#039;+&#039;&#039;&#039; signs means two of the previous items, three means all three.&lt;br /&gt;
&lt;br /&gt;
An abduction which is not stopped by XCOM causes panic in the target country and continent, and provides the aliens with additional research. The panic increase is higher if the abduction was conducted in a country with less panic.&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 15px;&amp;quot; | Panic in Abduction Country&lt;br /&gt;
! style=&amp;quot;padding: 0 15px;&amp;quot; | Country and Continent Panic Amount&lt;br /&gt;
|- &lt;br /&gt;
|| 0-20&lt;br /&gt;
|| +9&lt;br /&gt;
|- &lt;br /&gt;
|| 21-40&lt;br /&gt;
|| +6&lt;br /&gt;
|- &lt;br /&gt;
|| 41-100&lt;br /&gt;
|| +3&lt;br /&gt;
|- &lt;br /&gt;
|| Campaign Length&lt;br /&gt;
|| x4 / x2 / x1 / x0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Completing an abduction mission has a chance to grant a reward of credits, scientists, engineers, or a soldier, each with the following amounts:&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 15px;&amp;quot; | Reward&lt;br /&gt;
! Amount&lt;br /&gt;
|- &lt;br /&gt;
|| Credits&lt;br /&gt;
|| (40 + &#039;&#039;Rand&#039;&#039;(20)) * (1 + month/10) * Abduction Density (1.0/1.2/1.5/1.9) * Campaign Length (4/2/1/0.5)&lt;br /&gt;
|- &lt;br /&gt;
|| Scientists&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;Light or Denser&#039;&#039;&#039;&#039;&#039;: a 20% chance for 1-3 plus a 2nd 20% chance for 1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Moderate or Denser&#039;&#039;&#039;&#039;&#039;:  another 20% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Heavy or Denser&#039;&#039;&#039;&#039;&#039;: another 20% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;Swarming&#039;&#039;&#039;: another 20% chance for +1-3&amp;lt;br&amp;gt;Chances multiplied by Campaign Length (4/2/1/0.5)&amp;lt;br&amp;gt;Final Result increased by 10% per month&amp;lt;br&amp;gt;Minimum of 1&lt;br /&gt;
|- &lt;br /&gt;
|| Engineers&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;Light or Denser&#039;&#039;&#039;&#039;&#039;: a 20% chance for 1-3 plus a 2nd 20% chance for 1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Moderate or Denser&#039;&#039;&#039;&#039;&#039;:  another 20% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Heavy or Denser&#039;&#039;&#039;&#039;&#039;: another 20% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;Swarming&#039;&#039;&#039;: another 20% chance for +1-3&amp;lt;br&amp;gt;Chances multiplied by Campaign Length (4/2/1/0.5)&amp;lt;br&amp;gt;Final Result increased by 10% per month&amp;lt;br&amp;gt;Minimum of 1&lt;br /&gt;
|- &lt;br /&gt;
|| Soldier&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Soldier Rank = Month/3 + &#039;&#039;Rand&#039;&#039;[2 * Abduction Density (1/2/3/4)]&amp;lt;br&amp;gt;Clamped between 0 and the lower of the # of months that have passed or your highest ranked soldier (0-7), and then set to at least 1 (Specialist)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that soldier rewards are NOT modified by campaign length to accommodate for more soldiers lost on longer campaigns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Terror Sites=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 20 credits per civilian saved (modified by Campaign Length) (+10% per month), reduced country and continent panic (possibly increased panic if not enough civilians saved) (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; Loss of Country and 10 panic across the continent (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 8 hours&lt;br /&gt;
&lt;br /&gt;
During Terror Missions you are required to eliminate all hostiles and save as many of the 18 civilians that you can. Aliens, who are active, but can see no XCOM soldiers, will target civilians. As well, each inactivated pod will have a chance to kill multiple civilians every turn that passes. This means that XCOM should try to engage all pods quickly and stay within sight of active aliens as much as possible if they want to minimize casualties. This can lead to some unwinnable situations though, so the balance between being aggressive and saving civilians vs being cautious and saving XCOM will likely vary mission to mission.&lt;br /&gt;
&lt;br /&gt;
Terror missions will automatically generate 15 panic in the target country, and 4 panic across the same continent. However, each civilian saved will decrease the panic generated by the mission by 1 in the target country and 0.3 across the continent. Additionally, each civilian saved in a country that has NOT left the Council of Nations will award 20 credits. Both the panic alterations and bonus credits are modified by campaign length (2.0/1.0/0.5/0.33). The credit reward increases by 10% each month.&lt;br /&gt;
&lt;br /&gt;
A Terror Site which is not stopped by XCOM causes the target country to immediately leave the Council of Nations and generates 10 continental panic (modified by Campaign Length).&lt;br /&gt;
&lt;br /&gt;
Terror Sites are generated by a UFO, so you can prevent a terror mission by shooting down the incoming UFO before it can create the terror site.&lt;br /&gt;
&lt;br /&gt;
The number of Terror Site missions decrease in frequency by 5% (multiplicatively) each month that passes.&lt;br /&gt;
&lt;br /&gt;
All pods on terror missions will have a guaranteed leader and the leader levels are increased by 2 during terror missions.&lt;br /&gt;
&lt;br /&gt;
The first Terror Site will contain:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 2 Chryssalids, 3 Chryssalids, 4 Zombies, and one or more pods of: 5 Floaters, 5 Thinmen, 5 Sectoids or 5 Mutons&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number of aliens at subsequent Terror Sites is:&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 10px;&amp;quot; | Condition&lt;br /&gt;
! Number of Aliens&lt;br /&gt;
|- &lt;br /&gt;
|| Base Amount&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | 2 Chryssalids, 3 Chryssalids or 4 Zombies&lt;br /&gt;
|- &lt;br /&gt;
|| Extra Aliens&lt;br /&gt;
|| +7&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Alien Resources exceeds (40/60/80)%&lt;br /&gt;
|| +1 / +2 / +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=UFO Sites=&lt;br /&gt;
&lt;br /&gt;
UFO sites are unique missions in that they will always have a command pod consisting of one or more outsiders. These outsiders have the &#039;&#039;&#039;growth&#039;&#039;&#039; perk meaning waiting to engage them can result in them becoming very strong. As well, any activated outsiders will call all other enemies on the map to their location, making dealing with multiple pods quite common. The choice of whether to engage the outsiders early when they are weak or to clear out the rest of the map first is up to the commander.&lt;br /&gt;
&lt;br /&gt;
After a UFO mission the player has the option to send additional salvage teams (at a cost). They will yield additional alloy and elerium with a random cost proportional to the size of the resource haul.&lt;br /&gt;
&lt;br /&gt;
== UFO Class ==&lt;br /&gt;
&lt;br /&gt;
[[File:Ufoinfo.png|right]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;UFO Class&#039;&#039;&#039; (see image on right) will list the type of UFO (unknown will show a ?), current level of the aliens, boosted level of the aliens, as well as give 1 or 2 &#039;&#039;&#039;+&#039;&#039;&#039; signs. &lt;br /&gt;
&lt;br /&gt;
The boosted level of the aliens (number in brackets beside the current alien level) will only increase the attribute boosts from level upgrades that aliens receive. This means you will still fight the same enemies, but they may have increased attributes. The boosted level does not affect what types of enemies will be present or the leader levels (though a larger UFO class will lead to higher level aliens).&lt;br /&gt;
&lt;br /&gt;
Leader levels of aliens on UFOs are independently increased based on UFO class as described here: [[Alien_Life_Forms_(LWR)#Leaders_and_Leader_Levels|Leader Levels]].&lt;br /&gt;
&lt;br /&gt;
One &#039;&#039;&#039;+&#039;&#039;&#039; sign means that there is either increased aliens due to alien resources being high or increased alien leader levels due to alien aggression being high.  Two &#039;&#039;&#039;+&#039;&#039;&#039; signs means both.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UFO Crash Site==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; UFO equipment and resources (with damage), -1 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 2 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 36 hours&lt;br /&gt;
&lt;br /&gt;
When a UFO is shot down and not destroyed, a UFO Crash Site mission becomes available. Completion of a UFO Crash Site mission rewards the player with the possibility of recovering valuable components from the UFO; however, a crashed UFO is now even more likely to have destroyed artifacts.&lt;br /&gt;
&lt;br /&gt;
Enemies on crashed UFOs will sometimes die on the crash or receive a wound. The amount of aliens killed or wounded on a crash is random, with an average of 25% dying and 33% becoming wounded. However, it&#039;s possible none are dead or wounded or almost all are dead or wounded. Wounds will randomly leave enemies with anywhere between 1 to full HP. An exception to this is Outsiders, Sectopods, and Ethereals cannot be wounded or killed during a crash.&lt;br /&gt;
&lt;br /&gt;
==UFO Landing Site==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:330px;float:right;&amp;quot;&amp;gt;[[File:Outsider600.jpg|right|300px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; UFO equipment and resources (pristine), -1 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 2 panic in country, UFO mission completion&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 16 hours&lt;br /&gt;
&lt;br /&gt;
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO&#039;s altitude (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to &#039;&#039;let&#039;&#039; NOE-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) it will net you a lot more salvage, including intact flight computers and power sources. On the other hand, it may be on a bombing mission. Successfully assaulting a landed UFO will also stop the alien mission from being completed.&lt;br /&gt;
&lt;br /&gt;
The command pod may not be on the bridge. This is so you won&#039;t know exactly where this pod is, and thus won&#039;t be able to prepare a blitzkrieg to take it out.&lt;br /&gt;
&lt;br /&gt;
Landed UFOs are both more difficult and more rewarding than crashed UFOs. This is because there are no enemies killed or wounded and none of the alien artifacts on the UFO will start damaged. Undamaged UFO power source cylinders are one of the best sources of elerium.&lt;br /&gt;
&lt;br /&gt;
=Council Missions=&lt;br /&gt;
&lt;br /&gt;
Council missions have also been modified, mostly to the tune of larger numbers of enemies, both seeded and airdropped. Airdrop spawns may be random, and include enemies other than Thin Men.&lt;br /&gt;
&lt;br /&gt;
Drop-in aliens will increase based on difficulty and for each month that has passed.&lt;br /&gt;
&lt;br /&gt;
==Site Recon==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Trigger the air strike and reach the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Variable, bonus +100 mission xp&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
The Chryssalid Hive is not exclusively populated by Shark-lids and free-roaming Chryssalids anymore. You may find other aliens have been invited to the party too. Keep an eye on your ammo and move your troops carefully. Unlike vanilla, think twice before skipping this mission lest you be punished for your negligence.&lt;br /&gt;
&lt;br /&gt;
Note that you cannot recover any corpses from the mission.&lt;br /&gt;
&lt;br /&gt;
==Target Extraction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; VIP reaches the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Variable, Van Doorn, Friendly, Watson, Green&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
Rescuing Peter Van Doorn will now add him to your roster. Just remember that it&#039;s not fair if he has all the fun.&lt;br /&gt;
&lt;br /&gt;
==Target Escort==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; VIP reaches the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Credits, possibly Carlock, possibly reduced panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
Escort Dr. Marazuki, Sgt. Carlock or Mr. Thorne to the Skyranger, while killing all hostiles.&lt;br /&gt;
&lt;br /&gt;
==Asset Recovery==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Kill all aliens&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Significant Credits&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
Eliminate all hostiles and secure the asset.&lt;br /&gt;
&lt;br /&gt;
==Bomb Disposal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Defuse the bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Significant Credits, -10 country panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
With the help of power nodes to gain time, find the Bomb and deactivate it.&lt;br /&gt;
&lt;br /&gt;
=DLC Missions=&lt;br /&gt;
&lt;br /&gt;
The DLC missions include the Slingshot and Progeny missions. Each DLC consists of a set of 3 missions which require success on each previous mission in order for the next to spawn.&lt;br /&gt;
&lt;br /&gt;
The date for the DLC missions to occur in LWR is somewhat randomized and not predictable.&lt;br /&gt;
&lt;br /&gt;
==Slingshot==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zhang_Face2.png|180px]]&lt;br /&gt;
! style=&amp;quot;width:100px; padding: 6px 18px;&amp;quot; |Friends in Low Places&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]], a Triad operative from China, has decided to defect to XCOM and is requesting pickup. He brings with him a mysterious briefcase containing alien technology.&lt;br /&gt;
&lt;br /&gt;
Zhang must be [[Missions_(EU2012)#Escort|escorted]] to the extraction zone through a graveyard. Completing this mission sees Zhang join [[XCOM_(EU2012)|XCOM]]. The opposition consists mostly of Thin Men, but may also contain Sectoids, Chryssalids, and Seekers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Zhang reaches the EVAC zone and all aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Confounding_Light.png|180px]]&lt;br /&gt;
!Confounding Light&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |The equipment provided by Zhang proves to be navigational aids for an alien battleship approaching China. XCOM must plant these beacons on a train to send it off-course.&lt;br /&gt;
&lt;br /&gt;
This mission plays similar to a bomb disposal, in that your units must &amp;quot;activate&amp;quot; transponders on the train before finally heading to the engine cabin and having it leave the station. There is a time limit of 10 turns (which is &#039;&#039;not&#039;&#039; extended as you proceed). Opposition can vary, but mostly consists of Thin Men and Mutons. Note that with all transponders activated, reaching the engine cabin controls on the train immediately ends the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; A soldier reaches the engine cabin controls with all transponders activated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Gangplank.png|180px]]&lt;br /&gt;
!Gangplank&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |The alien battleship has been brought low, and XCOM plans to capture the whole thing from the air. Your squad must move through the ship, disabling its engines to bring it to the ground with minimal damage. This can either be done in a manner similar to bomb diffusing or via the use of explosives.&lt;br /&gt;
&lt;br /&gt;
This mission rewards XCOM with 2 Fusion Cores required for certain advanced technology. Opposition mostly consists of mostly Mutons, Cyberdiscs, and Thinmen, some of which will drop from behind XCOM as they progress through the ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Progeny==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:PortentOverhead.png|180px]]&lt;br /&gt;
! style=&amp;quot;width:100px; padding: 6px 18px;&amp;quot; |Portent&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The Council has been monitoring unusual reports about a hijack attempt on an unauthorized French military convoy. Although the alleged perpetrators were human, our intel indicates the aliens may also have been in the area. If true, this raises a number of questions about the &#039;&#039;cargo&#039;&#039; being moved. We&#039;ll need a squad to investigate; Central should have our complete report momentarily.&lt;br /&gt;
&lt;br /&gt;
A French military convoy was caught in an ambush. The convoy&#039;s current status is unknown. Be prepared for anything.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has Anton Smits join XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Anton Smits reaches the EVAC zone and all aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:XCOM EW ProgenyCharacter.png|180px]]&lt;br /&gt;
!Deluge&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The surviving EXALT operative has provided additional intel on the location of our missing transport vehicle, and not a moment too soon. It appears the aliens have cornered the truck on a dam in eastern France. If we&#039;re going to recover the cargo, we&#039;ll need to act fast.&lt;br /&gt;
&lt;br /&gt;
The transport is stopped on a dam in France; it&#039;s likely the aliens have sabotaged the structure. They clearly consider this transport to be high value. Expect substantial opposition.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has Annette Durand join XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; A soldier reaches the convoy where Annette Durand awaits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Furiestanks.png|180px]]&lt;br /&gt;
!Furies&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The intelligence provided by Annette indicates the aliens are attempting to transfer at least three other captives in a remote area near the Alps. If each of these abductees harbors the same potential that Annette has demonstrated, it is imperative we do not allow the aliens to keep them captive.&lt;br /&gt;
&lt;br /&gt;
The aliens are holding Annette&#039;s fellow abductees on their ship and will not easily let them go. Secure the captives as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has the Furies join XCOM (depending upon who was saved).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Exalt Missions=&lt;br /&gt;
&lt;br /&gt;
Exalt missions will be unique in that they will consist almost entirely of Exalt soldiers. These soldiers are more similar to XCOM in their strength and weaknesses. As well, they will often require a covert operative to be planted on the mission before the missions begins. &lt;br /&gt;
&lt;br /&gt;
Covert Operatives are restricted to: &lt;br /&gt;
 Scouts, Infantry, Medics, and Engineers&lt;br /&gt;
&lt;br /&gt;
==Exalt Covert Op Data Recovery==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Transmitter is not destroyed and all Exalt are eliminated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 200 credits, 40 meld&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; x country panic, y continent panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 48 hours&lt;br /&gt;
&lt;br /&gt;
These missions are similar to their vanilla equivalent. You field a squad of six and defend an encoder and transmitter. Exalt Comm arrays are available for your covert operative to hack which will disable all exalt on the map, for at least 1 turn. Reinforcements will continue throughout the mission so be prepared to fight from all flanks.&lt;br /&gt;
&lt;br /&gt;
Due to the constant reinforcements and Exalts desire to rush the encoder and transmitter, an ideal squad for this mission should involve units that can deal a lot of damage (especially to flanked units). This is because if you fail to deal enough damage, the reinforcements may quickly result in you facing unsurmountable numbers of Exalt, forcing you to retreat or die.&lt;br /&gt;
&lt;br /&gt;
==Exalt Covert Op Extraction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:420px;float:right;&amp;quot;&amp;gt;[[File:Security Breach Trailer 2 (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Covert Op reaches the EVAC zone with all towers hacked&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 100 credits, 30 meld&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; x country panic, y continent panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 48 hours&lt;br /&gt;
&lt;br /&gt;
In this mission type you are limited to only 3 soldiers and your Covert Operative. As such, you want to avoid getting in to a pitched battle with EXALT, so if you can, try to get your Covert Operative to the arrays, hack them and get out fast.&lt;br /&gt;
&lt;br /&gt;
You must acquire 2 sets of data from the relays, which will always requiring the hacking of 3 arrays (the 2nd array will always contain no data).&lt;br /&gt;
&lt;br /&gt;
It is advisable to bring units that can help the Covert Operative hack the relays, such as officers or soldiers who have the smoke and mirrors perk and equipped concussion grenades.&lt;br /&gt;
&lt;br /&gt;
Exalt reinforcements to secure the Covert Operative will begin on turn 4-7 (depending on difficulty) and last until 18.&lt;br /&gt;
&lt;br /&gt;
There are 5 sets of reinforcements.  Each set, when active will have a chance to spawn more Exalt reinforcements every turn until turn 18. Reinforcements automatically start on turn 4-7 (depending on difficulty). However, if the covert operative activates an array, it will automatically start a set of reinforcements at that relay 2 turns later (so as early as turn 3).&lt;br /&gt;
&lt;br /&gt;
Due to the sheer number of possible reinforcements, it is advised to NOT try to fight all of the reinforcements, but simply activate the relays and retreat.&lt;br /&gt;
&lt;br /&gt;
==Exalt Base Assault==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px;float:right;&amp;quot;&amp;gt;[[File:Exalt Base Raid (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All enemies eliminated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 1250 credits, Illuminator Gunsight, Cognitive Enchancer, Neuroregulator, 400 meld, -5 Worldwide Panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; x country panic, y continent panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Does not expire&lt;br /&gt;
&lt;br /&gt;
This mission is considerably tougher than it is in vanilla. The Exalt base is crawling with randomly generated elite EXALT squads. In addition you may find some elite aliens here as well.&lt;br /&gt;
&lt;br /&gt;
The EXALT base is in a large cubic map, in an office/residence atop a Skyscraper. You are dropped off near a Helipad. Inside consists of a foyer, that splits to a library/sitting room and a sparse Situation Room (where Annette&#039;s photo is visible) (rooms and floor plan are symmetrical), and to a large sunken central room (with surrounding high hallways) with EXALT&#039;s own bootleg Hologlobe. There are paths that reach around on the outside of the building on the perimeter. The roof is accessible. You may have some success firing down through the skylights for the elevated bonus, but the line of sight from the skylights to ground level is quite restrictive.&lt;br /&gt;
&lt;br /&gt;
There are no airdropped EXALT squads.&lt;br /&gt;
&lt;br /&gt;
Expect several squads of EXALT Elite units inside.&lt;br /&gt;
&lt;br /&gt;
Falsely accusing a country of harboring the exalt base will cause a massive spike in panic as well as a significant gain in alien research, so it is unadvised to &amp;quot;guess&amp;quot; where the exalt base is until you know for sure.&lt;br /&gt;
&lt;br /&gt;
= XCOM Defense Missions =&lt;br /&gt;
&lt;br /&gt;
Under certain situations, the aliens will launch attacks against XCOM. &lt;br /&gt;
&lt;br /&gt;
==XCOM Base Defense==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px; float:right;&amp;quot;&amp;gt;[[File:Base Defense 2 (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; -500 credits, all alien captives released, 20% of scientists and engineers slaughtered&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Immediate&lt;br /&gt;
&lt;br /&gt;
This mission is always called: Operation Ashes and Temples.&lt;br /&gt;
&lt;br /&gt;
When the aliens have high resources AND high aggression they will come for your base. Your base is assaulted by a UFO - typically a NOE altitude [[UFOs (LWR)#Assault Carrier|Assault Carrier]], but it may have &#039;&#039;backup&#039;&#039; from other craft - which you can see coming and can shoot down, but it&#039;s extremely difficult: when the UFO alert/interception prompt appears, it will say &amp;quot;Warning! Warning! UFO vectoring to XCOM HQ!&amp;quot; on the lesser notifications on the lower-left of the screen. Shooting down that UFO will prevent the assault.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, you will get the chance to select and equip a squad for this mission. You select and equip 8 soldiers, of which a random 5 will be selected at the start. Additional soldiers from this pool will arrive as reinforcements, one automatically and further soldiers can arrive to replace losses. You&#039;ll also get a complement of Blueshirts (new Rookie soldiers). The reinforcements you get do not vary with Blueshirt casualties, only XCOM casualties.&lt;br /&gt;
&lt;br /&gt;
The aliens will drop in to the command center, followed by flyers in the back and drops in to the MEC bay and two waves in the forward access tunnels. Expect this mission to be difficult, though the forces deployed can vary wildly based on RNG. However, always look around and check for the falling dirt to see if any waves are about to drop in the MEC Bay, particularly the upper areas at all four corners. &lt;br /&gt;
&lt;br /&gt;
Failing this mission does not mean the end of XCOM, however it is damaging. The aliens will ransack your base, killing engineers and scientists and destroying credits before regular military arrive and bail you out. This mission can only happen once during a campaign, can only occur after September, and will always occur in the first year.&lt;br /&gt;
&lt;br /&gt;
If you succeed, any surviving Blueshirts will join your roster, retaining any XP they gained during the base defense.&lt;br /&gt;
&lt;br /&gt;
==XCOM Air Base Defense==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px;float:right;&amp;quot;&amp;gt;[[File:Base Defense 3 (EU2012).png|400px|right]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; severe damage and/or destruction of multiple interceptors&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Immediate&lt;br /&gt;
&lt;br /&gt;
In addition to assaulting your base, aliens can now go after your interceptor stations. These missions will only be launched after your air game becomes significantly strong (a Firestorm is built). It will generate similar to an abduction mission, with XCOM soldiers outfitting in the Skyranger as per usual. The map takes place in the previously multiplayer only [[XCOM_HQ_Multiplayer_(EU2012)|Interceptor bay]]. This mission must be completed to avoid severe damage or destruction of your interceptors.&lt;br /&gt;
&lt;br /&gt;
If the Hyperwave Relay is built, the mission notice on the approaching UFO will say &amp;quot;Retaliation&amp;quot;. Be aware you will enter the area through one of the side tunnels in the center of the map, so odds are that there will be aliens in both wings, and can easily be flanked by a wandering pod due to this.&lt;br /&gt;
&lt;br /&gt;
Unlike the XCOM Base Defense, the Air Base Defense mission will not only happen frequently (especially after the player has started fielding plasma weapons) but it is also MUCH easier than the standard Base Defense.&lt;br /&gt;
&lt;br /&gt;
=Storyline Missions=&lt;br /&gt;
&lt;br /&gt;
These missions are required to progress and pass the game. They are significantly easier than their counterparts in LW 1.0 in order to make them less of a roadblock. The exception is the Temple Ship Assault which is significantly harder than LW 1.0 and may be the most difficult mission of a campaign.&lt;br /&gt;
&lt;br /&gt;
==Alien Base Assault==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 1 Hyperwave Beacon, -10 Alien Research, Alien Aggression to 100%, Incursion Strength to 110%, Recover Country at 55 Panic, -5 Continent Panic, 1 Fusion Core, 4 Alien Surgeries, 15 Alien Stasis Tanks, 10 Alien Foods, 2 Alien Entertainments&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; No specific penalty -- though you will lose the entire squad as you cannot retreat from this mission&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Does not expire&lt;br /&gt;
&lt;br /&gt;
The 1st alien base is auto-generated when you lose a country in the first month. You need to develop a Skeleton Key, and then place a satellite over an alien occupied country to locate and assault the alien base. With that in mind, you may want to do your first Alien Base Assault as soon as possible, as to face weaker aliens. That way, even if you do lose more countries, but don&#039;t want to risk soldiers attacking another Base, at least you can still progress with the storyline. For the first alien base assault, the most difficult enemy to face will be a sectoid commander (or if it&#039;s really late in the game an ethereal).&lt;br /&gt;
&lt;br /&gt;
Like with UFOs, the commander will not necessarily be in the last room with the Hyperwave Beacon.&lt;br /&gt;
&lt;br /&gt;
All pods will contain a leader alien on the assault.&lt;br /&gt;
&lt;br /&gt;
Note that each time you successfully raid an alien base the next alien base will be more fortified with extra aliens and the extra aliens will come with advanced leader levels:&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 15px;&amp;quot; | Previously Successful ABAs&lt;br /&gt;
! Additional Aliens&amp;lt;br&amp;gt;(Not Cumulative)&lt;br /&gt;
|- &lt;br /&gt;
|| 0 (First Attempt)&lt;br /&gt;
|| None&lt;br /&gt;
|- &lt;br /&gt;
|| 1&lt;br /&gt;
|| Chryssalid pod + Sectoid Commander pod [with +4 Leader Levels]&lt;br /&gt;
|- &lt;br /&gt;
|| 2&lt;br /&gt;
|| Muton Elite pod + Heavy Floater pod [with +6 Leader Levels]&lt;br /&gt;
|- &lt;br /&gt;
|| 3+&lt;br /&gt;
|| Sectopod pod + Ethereal pod [with +8 Leader Levels]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overseer Crash Site==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Ethereal Device, UFO equipment and resources&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 36 hours&lt;br /&gt;
&lt;br /&gt;
The Overseer contains a significant crew that, while hurt from the crash, will still pack quite a punch. &lt;br /&gt;
&lt;br /&gt;
The enemies you fight will be:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 1 Ethereal pod&lt;br /&gt;
 1 Sectopod pod&lt;br /&gt;
 1 Heavy Floater pod&lt;br /&gt;
 1 Muton Elite pod&lt;br /&gt;
 1 Outsider pod&lt;br /&gt;
 1 Cyberdisc pod&lt;br /&gt;
 1 Sectoid Commander pod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you fail, more overseers will spawn allowing you to attempt one again, so do not feel bad about retreating if you get overwhelmed on a first attempt.&lt;br /&gt;
&lt;br /&gt;
==Temple Ship Assault==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:620px;float:right;&amp;quot;&amp;gt;[[File:TempleShip.png|right|600px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Win the game!&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; Lose the game!&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; ~2 hours&lt;br /&gt;
&lt;br /&gt;
Depending upon how many council nations are still supporting you, your soldiers will receive a significant morale/attribute boost for the final mission:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; colspan=&amp;quot;3&amp;quot; | # of Council Nations Supporting XCOM and Soldier Boosts&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || style=&amp;quot;width: 33%&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || style=&amp;quot;width: 33%&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-8 will&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-4 aim&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-8 will&amp;lt;br&amp;gt;&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-2 HP&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;All soldiers gain +0-8 will&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || &#039;&#039;&#039;5&#039;&#039;&#039; || &#039;&#039;&#039;6&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-0.6 mobility&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;All soldiers gain +0-8 will&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;Squadsize increased to 8 (from 7)&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;All soldiers gain +0-8 will&lt;br /&gt;
|| Squadsize increased to 8 (from 7)&amp;lt;br&amp;gt;All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-16 will&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;7&#039;&#039;&#039; || &#039;&#039;&#039;8&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|| Squadsize increased to 8 (from 7)&amp;lt;br&amp;gt;All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-8 aim&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-16 will&lt;br /&gt;
|| Squadsize increased to 8 (from 7)&amp;lt;br&amp;gt;All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-4 HP&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-8 aim&amp;lt;br&amp;gt;All soldiers gain +0-16 will&lt;br /&gt;
|| Squadsize increased to 8 (from 7)&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-1.2 mobility&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-4 HP&amp;lt;br&amp;gt;All soldiers gain +0-8 aim&amp;lt;br&amp;gt;All soldiers gain +0-16 will&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
|  || &#039;&#039;&#039;10-16&#039;&#039;&#039; ||&lt;br /&gt;
|-&lt;br /&gt;
|| || &#039;&#039;&#039;&#039;&#039;Squadsize increased to 9 (from 7)&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-1.2 mobility&amp;lt;br&amp;gt;All soldiers gain +0-4 HP&amp;lt;br&amp;gt;All soldiers gain +0-8 aim&amp;lt;br&amp;gt;All soldiers gain +0-16 will ||&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The volunteer on this mission will gain access to every single psionic ability, including &#039;&#039;&#039;Rift&#039;&#039;&#039;, making quite a formidable psionic soldier.&lt;br /&gt;
&lt;br /&gt;
The Temple Ship will contain some of the strongest alien leaders in the game. Go in heavy, hit hard, and let nothing stand in your way. This may be the most difficult mission in your campaign.&lt;br /&gt;
&lt;br /&gt;
At the end of the brutal road, in the Ethereal Cathedral awaits the &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039;, Lord of the Alien Collective. Rushing the Uber Ethereal is not advised, as he will have 100% DR until all the Muton Elites and Ethereals around him have been killed.&lt;br /&gt;
&lt;br /&gt;
Good luck, Commander.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Missions (LWR)]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LWR)&amp;diff=101282</id>
		<title>Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LWR)&amp;diff=101282"/>
		<updated>2021-06-04T21:37:56Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Terror Sites */ Try to unravel the contraditions&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;
When a mission appears in the Mission Control room you have a certain amount of time to deploy to it before it disappears. Noting that you can only engage in one mission at a time and it takes time to travel to and from missions.&lt;br /&gt;
&lt;br /&gt;
Any soldier lost will have a 10% chance to lose each piece of equipment (from 40% in LW 1.0).&lt;br /&gt;
&lt;br /&gt;
= Squad Sizes =&lt;br /&gt;
&lt;br /&gt;
[[File: Soldiers_M-F.png|left|256px|]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad sizes&#039;&#039;&#039; in Long War Rebalance vary depending on the mission type. Unlike, LW 1.0, they can not be increased through Officer Training School upgrades. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;We are Legion (#25)&#039;&#039;&#039; Second Wave option allows bringing 2 additional soldiers on all Covert Op missions.&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;
! style=&amp;quot;padding: 5px;&amp;quot; | Mission Type&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Squad Size&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | UFO Sites, DLC Missions, and Base Assaults&lt;br /&gt;
|| 8&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Abduction, Council, Terror, and Covert Op Data Recovery Missions&lt;br /&gt;
|| 6&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Covert Op Extractions&lt;br /&gt;
|| 3&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Temple Assault&lt;br /&gt;
|| 7-9*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;1 additional soldier can be brought for every 5 council nations still supporting XCOM.&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rewards =&lt;br /&gt;
&lt;br /&gt;
All missions reward bounties for most aliens killed and usually some form of panic reduction for a successful mission. Most missions will have meld canisters that yield meld if collected. UFO Missions and Alien Base Assaults reward extra scavenged resources of alloy (based on the type of UFO) and elerium (based on recovered UFO Power Cylinders). Council missions will have set rewards that can include scientists, engineers, credits, panic reduction, and reward soldiers. &lt;br /&gt;
&lt;br /&gt;
Any abduction, terror, or council mission that is completed in under 10 turns has a chance (10% per turn under 10) to have the council offer a 50-100 credit bonus (double on council missions).&lt;br /&gt;
&lt;br /&gt;
All of these rewards will increase in value by 10% per month of the campaign and are modified based on the campaign length.&lt;br /&gt;
&lt;br /&gt;
=Abductions=&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:520px;float:right;&amp;quot;&amp;gt;[[File:LWRabduction.jpg|right|500px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; credits/scientists/engineers/soldiers (see below), -1 panic in country, and -1 panic in continent (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; +3 [[Alien_Level_(LWR)|alien research]], +3 country panic, and +3 continent panic (modified by current country panic) (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 12 hours&lt;br /&gt;
&lt;br /&gt;
Alien Abductions are generated by an Abductor and are an [[Alien_Missions_(LWR)#Abduction|Alien Mission]] that occurs a few times a month (depending on Campaign Length) but decreases in frequency by 5% (multiplicatively) each month that passes.&lt;br /&gt;
&lt;br /&gt;
Each time the aliens successfully land an abductor on an abduction mission XCOM will be notified, regardless of where in the world they land. The aliens will attempt 2-5 abductions at a single time so abductions can be quite taxing on XCOM&#039;s roster and they may need to bring in fatigued soldiers to complete all missions. If more than 3 abductions are occurring, XCOM will only be able to respond to 3 at a time. Within the first 3 months of the campaign the maximum number of abductions is capped at 3.  Within the first 6 months it is capped at 4.&lt;br /&gt;
&lt;br /&gt;
The maps for each abduction will be chosen randomly, but smaller maps will be filtered out of more dense abductions.&lt;br /&gt;
&lt;br /&gt;
The density of the abduction is determined on the Light(0) -&amp;gt; Moderate(1) -&amp;gt; Heavy(2) -&amp;gt; Swarming(3) scale as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt;&lt;br /&gt;
 Density = 3 - &#039;&#039;Rand&#039;&#039;(5) + Country Panic(out of 100)/33&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 If density is Light(0) or Swarming(3), 75% of the time push the density back to Moderate(1) or Heavy(2), respectively.&lt;br /&gt;
 Highest density is capped at Moderate(1) for the first month and Heavy(2) for the 2nd month&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number of aliens at the abduction site depends on the density of the abduction and other factors:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:640px;float:right;&amp;quot;&amp;gt;[[File:LWRAbductionOption.png|right|600px]]&amp;lt;/div&amp;gt;&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 10px;&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;padding: 0 15px;&amp;quot; | Number of Aliens&lt;br /&gt;
|- &lt;br /&gt;
|| Light || 8-10&lt;br /&gt;
|- &lt;br /&gt;
|| Moderate || 10-12&lt;br /&gt;
|- &lt;br /&gt;
|| Heavy || 12-14&lt;br /&gt;
|- &lt;br /&gt;
|| Swarming || 14-16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Under the &#039;&#039;&#039;alien activity&#039;&#039;&#039; display (see image on right) it will list the density of the abduction, the current level of the aliens, as well as give 1 or 2 &#039;&#039;&#039;+&#039;&#039;&#039; signs. One &#039;&#039;&#039;+&#039;&#039;&#039; sign means that there is either increased aliens due to alien resources being high, increased alien leader levels due to alien aggression being high, or increased aliens due to Incursion Strength being high.  Two &#039;&#039;&#039;+&#039;&#039;&#039; signs means two of the previous items, three means all three.&lt;br /&gt;
&lt;br /&gt;
An abduction which is not stopped by XCOM causes panic in the target country and continent, and provides the aliens with additional research. The panic increase is higher if the abduction was conducted in a country with less panic.&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 15px;&amp;quot; | Panic in Abduction Country&lt;br /&gt;
! style=&amp;quot;padding: 0 15px;&amp;quot; | Country and Continent Panic Amount&lt;br /&gt;
|- &lt;br /&gt;
|| 0-20&lt;br /&gt;
|| +9&lt;br /&gt;
|- &lt;br /&gt;
|| 21-40&lt;br /&gt;
|| +6&lt;br /&gt;
|- &lt;br /&gt;
|| 41-100&lt;br /&gt;
|| +3&lt;br /&gt;
|- &lt;br /&gt;
|| Campaign Length&lt;br /&gt;
|| x4 / x2 / x1 / x0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Completing an abduction mission has a chance to grant a reward of credits, scientists, engineers, or a soldier, each with the following amounts:&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 15px;&amp;quot; | Reward&lt;br /&gt;
! Amount&lt;br /&gt;
|- &lt;br /&gt;
|| Credits&lt;br /&gt;
|| (40 + &#039;&#039;Rand&#039;&#039;(20)) * (1 + month/10) * Abduction Density (1.0/1.2/1.5/1.9) * Campaign Length (4/2/1/0.5)&lt;br /&gt;
|- &lt;br /&gt;
|| Scientists&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;Light or Denser&#039;&#039;&#039;&#039;&#039;: a 20% chance for 1-3 plus a 2nd 20% chance for 1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Moderate or Denser&#039;&#039;&#039;&#039;&#039;:  another 20% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Heavy or Denser&#039;&#039;&#039;&#039;&#039;: another 20% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;Swarming&#039;&#039;&#039;: another 20% chance for +1-3&amp;lt;br&amp;gt;Chances multiplied by Campaign Length (4/2/1/0.5)&amp;lt;br&amp;gt;Final Result increased by 10% per month&amp;lt;br&amp;gt;Minimum of 1&lt;br /&gt;
|- &lt;br /&gt;
|| Engineers&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;Light or Denser&#039;&#039;&#039;&#039;&#039;: a 20% chance for 1-3 plus a 2nd 20% chance for 1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Moderate or Denser&#039;&#039;&#039;&#039;&#039;:  another 20% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Heavy or Denser&#039;&#039;&#039;&#039;&#039;: another 20% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;Swarming&#039;&#039;&#039;: another 20% chance for +1-3&amp;lt;br&amp;gt;Chances multiplied by Campaign Length (4/2/1/0.5)&amp;lt;br&amp;gt;Final Result increased by 10% per month&amp;lt;br&amp;gt;Minimum of 1&lt;br /&gt;
|- &lt;br /&gt;
|| Soldier&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Soldier Rank = Month/3 + &#039;&#039;Rand&#039;&#039;[2 * Abduction Density (1/2/3/4)]&amp;lt;br&amp;gt;Clamped between 0 and the lower of the # of months that have passed or your highest ranked soldier (0-7), and then set to at least 1 (Specialist)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that soldier rewards are NOT modified by campaign length to accommodate for more soldiers lost on longer campaigns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Terror Sites=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 20 credits per civilian saved (modified by Campaign Length) (+10% per month), reduced country and continent panic (possibly increased panic if not enough civilians saved) (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; Loss of Country and 10 panic across the continent (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 8 hours&lt;br /&gt;
&lt;br /&gt;
During Terror Missions you are required to eliminate all hostiles and save as many of the 18 civilians that you can. Aliens, who are active, but can see no XCOM soldiers, will target civilians. As well, each inactivated pod will have a chance to kill multiple civilians every turn that passes. This means that XCOM should try to engage all pods quickly and stay within sight of active aliens as much as possible if they want to minimize casualties. This can lead to some unwinnable situations though, so the balance between being aggressive and saving civilians vs being cautious and saving XCOM will likely vary mission to mission.&lt;br /&gt;
&lt;br /&gt;
Terror missions will automatically generate 15 panic in the target country, and 4 panic across the same continent. However, each civilian saved will decrease the panic generated by the mission by 1 in the target country and 0.3 across the continent. Additionally, each civilian saved in a country that has NOT left the Council of Nations will award 20 credits. Both the panic alterations and bonus credits are modified by campaign length (2.0/1.0/0.5/0.33). The credit reward increases by 10% each month.&lt;br /&gt;
&lt;br /&gt;
A Terror Site which is not stopped by XCOM causes the target country to immediately leave the Council of Nations and generates 10 continental panic (modified by Campaign Length).&lt;br /&gt;
&lt;br /&gt;
Terror Sites are generated by a UFO, so you can prevent a terror mission by shooting down the incoming UFO before it can create the terror site.&lt;br /&gt;
&lt;br /&gt;
The number of Terror Site missions decrease in frequency by 5% (multiplicatively) each month that passes.&lt;br /&gt;
&lt;br /&gt;
All pods on terror missions will have a guaranteed leader and the leader levels are increased by 2 during terror missions.&lt;br /&gt;
&lt;br /&gt;
The first Terror Site will contain:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 2 Chryssalids, 3 Chryssalids, 4 Zombies, and one or more of: 5 Floaters, 5 Thinmen, or 5 Mutons&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number of aliens at subsequent Terror Sites is:&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 10px;&amp;quot; | Condition&lt;br /&gt;
! Number of Aliens&lt;br /&gt;
|- &lt;br /&gt;
|| Base Amount&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | 2 Chryssalids, 3 Chryssalids or 4 Zombies&lt;br /&gt;
|- &lt;br /&gt;
|| Extra Aliens&lt;br /&gt;
|| +7&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Alien Resources exceeds (40/60/80)%&lt;br /&gt;
|| +1 / +2 / +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=UFO Sites=&lt;br /&gt;
&lt;br /&gt;
UFO sites are unique missions in that they will always have a command pod consisting of one or more outsiders. These outsiders have the &#039;&#039;&#039;growth&#039;&#039;&#039; perk meaning waiting to engage them can result in them becoming very strong. As well, any activated outsiders will call all other enemies on the map to their location, making dealing with multiple pods quite common. The choice of whether to engage the outsiders early when they are weak or to clear out the rest of the map first is up to the commander.&lt;br /&gt;
&lt;br /&gt;
After a UFO mission the player has the option to send additional salvage teams (at a cost). They will yield additional alloy and elerium with a random cost proportional to the size of the resource haul.&lt;br /&gt;
&lt;br /&gt;
== UFO Class ==&lt;br /&gt;
&lt;br /&gt;
[[File:Ufoinfo.png|right]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;UFO Class&#039;&#039;&#039; (see image on right) will list the type of UFO (unknown will show a ?), current level of the aliens, boosted level of the aliens, as well as give 1 or 2 &#039;&#039;&#039;+&#039;&#039;&#039; signs. &lt;br /&gt;
&lt;br /&gt;
The boosted level of the aliens (number in brackets beside the current alien level) will only increase the attribute boosts from level upgrades that aliens receive. This means you will still fight the same enemies, but they may have increased attributes. The boosted level does not affect what types of enemies will be present or the leader levels (though a larger UFO class will lead to higher level aliens).&lt;br /&gt;
&lt;br /&gt;
Leader levels of aliens on UFOs are independently increased based on UFO class as described here: [[Alien_Life_Forms_(LWR)#Leaders_and_Leader_Levels|Leader Levels]].&lt;br /&gt;
&lt;br /&gt;
One &#039;&#039;&#039;+&#039;&#039;&#039; sign means that there is either increased aliens due to alien resources being high or increased alien leader levels due to alien aggression being high.  Two &#039;&#039;&#039;+&#039;&#039;&#039; signs means both.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UFO Crash Site==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; UFO equipment and resources (with damage), -1 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 2 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 36 hours&lt;br /&gt;
&lt;br /&gt;
When a UFO is shot down and not destroyed, a UFO Crash Site mission becomes available. Completion of a UFO Crash Site mission rewards the player with the possibility of recovering valuable components from the UFO; however, a crashed UFO is now even more likely to have destroyed artifacts.&lt;br /&gt;
&lt;br /&gt;
Enemies on crashed UFOs will sometimes die on the crash or receive a wound. The amount of aliens killed or wounded on a crash is random, with an average of 25% dying and 33% becoming wounded. However, it&#039;s possible none are dead or wounded or almost all are dead or wounded. Wounds will randomly leave enemies with anywhere between 1 to full HP. An exception to this is Outsiders, Sectopods, and Ethereals cannot be wounded or killed during a crash.&lt;br /&gt;
&lt;br /&gt;
==UFO Landing Site==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:330px;float:right;&amp;quot;&amp;gt;[[File:Outsider600.jpg|right|300px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; UFO equipment and resources (pristine), -1 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 2 panic in country, UFO mission completion&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 16 hours&lt;br /&gt;
&lt;br /&gt;
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO&#039;s altitude (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to &#039;&#039;let&#039;&#039; NOE-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) it will net you a lot more salvage, including intact flight computers and power sources. On the other hand, it may be on a bombing mission. Successfully assaulting a landed UFO will also stop the alien mission from being completed.&lt;br /&gt;
&lt;br /&gt;
The command pod may not be on the bridge. This is so you won&#039;t know exactly where this pod is, and thus won&#039;t be able to prepare a blitzkrieg to take it out.&lt;br /&gt;
&lt;br /&gt;
Landed UFOs are both more difficult and more rewarding than crashed UFOs. This is because there are no enemies killed or wounded and none of the alien artifacts on the UFO will start damaged. Undamaged UFO power source cylinders are one of the best sources of elerium.&lt;br /&gt;
&lt;br /&gt;
=Council Missions=&lt;br /&gt;
&lt;br /&gt;
Council missions have also been modified, mostly to the tune of larger numbers of enemies, both seeded and airdropped. Airdrop spawns may be random, and include enemies other than Thin Men.&lt;br /&gt;
&lt;br /&gt;
Drop-in aliens will increase based on difficulty and for each month that has passed.&lt;br /&gt;
&lt;br /&gt;
==Site Recon==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Trigger the air strike and reach the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Variable, bonus +100 mission xp&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
The Chryssalid Hive is not exclusively populated by Shark-lids and free-roaming Chryssalids anymore. You may find other aliens have been invited to the party too. Keep an eye on your ammo and move your troops carefully. Unlike vanilla, think twice before skipping this mission lest you be punished for your negligence.&lt;br /&gt;
&lt;br /&gt;
Note that you cannot recover any corpses from the mission.&lt;br /&gt;
&lt;br /&gt;
==Target Extraction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; VIP reaches the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Variable, Van Doorn, Friendly, Watson, Green&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
Rescuing Peter Van Doorn will now add him to your roster. Just remember that it&#039;s not fair if he has all the fun.&lt;br /&gt;
&lt;br /&gt;
==Target Escort==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; VIP reaches the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Credits, possibly Carlock, possibly reduced panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
Escort Dr. Marazuki, Sgt. Carlock or Mr. Thorne to the Skyranger, while killing all hostiles.&lt;br /&gt;
&lt;br /&gt;
==Asset Recovery==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Kill all aliens&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Significant Credits&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
Eliminate all hostiles and secure the asset.&lt;br /&gt;
&lt;br /&gt;
==Bomb Disposal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Defuse the bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Significant Credits, -10 country panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
With the help of power nodes to gain time, find the Bomb and deactivate it.&lt;br /&gt;
&lt;br /&gt;
=DLC Missions=&lt;br /&gt;
&lt;br /&gt;
The DLC missions include the Slingshot and Progeny missions. Each DLC consists of a set of 3 missions which require success on each previous mission in order for the next to spawn.&lt;br /&gt;
&lt;br /&gt;
The date for the DLC missions to occur in LWR is somewhat randomized and not predictable.&lt;br /&gt;
&lt;br /&gt;
==Slingshot==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zhang_Face2.png|180px]]&lt;br /&gt;
! style=&amp;quot;width:100px; padding: 6px 18px;&amp;quot; |Friends in Low Places&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]], a Triad operative from China, has decided to defect to XCOM and is requesting pickup. He brings with him a mysterious briefcase containing alien technology.&lt;br /&gt;
&lt;br /&gt;
Zhang must be [[Missions_(EU2012)#Escort|escorted]] to the extraction zone through a graveyard. Completing this mission sees Zhang join [[XCOM_(EU2012)|XCOM]]. The opposition consists mostly of Thin Men, but may also contain Sectoids, Chryssalids, and Seekers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Zhang reaches the EVAC zone and all aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Confounding_Light.png|180px]]&lt;br /&gt;
!Confounding Light&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |The equipment provided by Zhang proves to be navigational aids for an alien battleship approaching China. XCOM must plant these beacons on a train to send it off-course.&lt;br /&gt;
&lt;br /&gt;
This mission plays similar to a bomb disposal, in that your units must &amp;quot;activate&amp;quot; transponders on the train before finally heading to the engine cabin and having it leave the station. There is a time limit of 10 turns (which is &#039;&#039;not&#039;&#039; extended as you proceed). Opposition can vary, but mostly consists of Thin Men and Mutons. Note that with all transponders activated, reaching the engine cabin controls on the train immediately ends the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; A soldier reaches the engine cabin controls with all transponders activated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Gangplank.png|180px]]&lt;br /&gt;
!Gangplank&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |The alien battleship has been brought low, and XCOM plans to capture the whole thing from the air. Your squad must move through the ship, disabling its engines to bring it to the ground with minimal damage. This can either be done in a manner similar to bomb diffusing or via the use of explosives.&lt;br /&gt;
&lt;br /&gt;
This mission rewards XCOM with 2 Fusion Cores required for certain advanced technology. Opposition mostly consists of mostly Mutons, Cyberdiscs, and Thinmen, some of which will drop from behind XCOM as they progress through the ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Progeny==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:PortentOverhead.png|180px]]&lt;br /&gt;
! style=&amp;quot;width:100px; padding: 6px 18px;&amp;quot; |Portent&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The Council has been monitoring unusual reports about a hijack attempt on an unauthorized French military convoy. Although the alleged perpetrators were human, our intel indicates the aliens may also have been in the area. If true, this raises a number of questions about the &#039;&#039;cargo&#039;&#039; being moved. We&#039;ll need a squad to investigate; Central should have our complete report momentarily.&lt;br /&gt;
&lt;br /&gt;
A French military convoy was caught in an ambush. The convoy&#039;s current status is unknown. Be prepared for anything.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has Anton Smits join XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Anton Smits reaches the EVAC zone and all aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:XCOM EW ProgenyCharacter.png|180px]]&lt;br /&gt;
!Deluge&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The surviving EXALT operative has provided additional intel on the location of our missing transport vehicle, and not a moment too soon. It appears the aliens have cornered the truck on a dam in eastern France. If we&#039;re going to recover the cargo, we&#039;ll need to act fast.&lt;br /&gt;
&lt;br /&gt;
The transport is stopped on a dam in France; it&#039;s likely the aliens have sabotaged the structure. They clearly consider this transport to be high value. Expect substantial opposition.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has Annette Durand join XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; A soldier reaches the convoy where Annette Durand awaits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Furiestanks.png|180px]]&lt;br /&gt;
!Furies&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The intelligence provided by Annette indicates the aliens are attempting to transfer at least three other captives in a remote area near the Alps. If each of these abductees harbors the same potential that Annette has demonstrated, it is imperative we do not allow the aliens to keep them captive.&lt;br /&gt;
&lt;br /&gt;
The aliens are holding Annette&#039;s fellow abductees on their ship and will not easily let them go. Secure the captives as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has the Furies join XCOM (depending upon who was saved).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Exalt Missions=&lt;br /&gt;
&lt;br /&gt;
Exalt missions will be unique in that they will consist almost entirely of Exalt soldiers. These soldiers are more similar to XCOM in their strength and weaknesses. As well, they will often require a covert operative to be planted on the mission before the missions begins. &lt;br /&gt;
&lt;br /&gt;
Covert Operatives are restricted to: &lt;br /&gt;
 Scouts, Infantry, Medics, and Engineers&lt;br /&gt;
&lt;br /&gt;
==Exalt Covert Op Data Recovery==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Transmitter is not destroyed and all Exalt are eliminated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 200 credits, 40 meld&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; x country panic, y continent panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 48 hours&lt;br /&gt;
&lt;br /&gt;
These missions are similar to their vanilla equivalent. You field a squad of six and defend an encoder and transmitter. Exalt Comm arrays are available for your covert operative to hack which will disable all exalt on the map, for at least 1 turn. Reinforcements will continue throughout the mission so be prepared to fight from all flanks.&lt;br /&gt;
&lt;br /&gt;
Due to the constant reinforcements and Exalts desire to rush the encoder and transmitter, an ideal squad for this mission should involve units that can deal a lot of damage (especially to flanked units). This is because if you fail to deal enough damage, the reinforcements may quickly result in you facing unsurmountable numbers of Exalt, forcing you to retreat or die.&lt;br /&gt;
&lt;br /&gt;
==Exalt Covert Op Extraction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:420px;float:right;&amp;quot;&amp;gt;[[File:Security Breach Trailer 2 (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Covert Op reaches the EVAC zone with all towers hacked&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 100 credits, 30 meld&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; x country panic, y continent panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 48 hours&lt;br /&gt;
&lt;br /&gt;
In this mission type you are limited to only 3 soldiers and your Covert Operative. As such, you want to avoid getting in to a pitched battle with EXALT, so if you can, try to get your Covert Operative to the arrays, hack them and get out fast.&lt;br /&gt;
&lt;br /&gt;
You must acquire 2 sets of data from the relays, which will always requiring the hacking of 3 arrays (the 2nd array will always contain no data).&lt;br /&gt;
&lt;br /&gt;
It is advisable to bring units that can help the Covert Operative hack the relays, such as officers or soldiers who have the smoke and mirrors perk and equipped concussion grenades.&lt;br /&gt;
&lt;br /&gt;
Exalt reinforcements to secure the Covert Operative will begin on turn 4-7 (depending on difficulty) and last until 18.&lt;br /&gt;
&lt;br /&gt;
There are 5 sets of reinforcements.  Each set, when active will have a chance to spawn more Exalt reinforcements every turn until turn 18. Reinforcements automatically start on turn 4-7 (depending on difficulty). However, if the covert operative activates an array, it will automatically start a set of reinforcements at that relay 2 turns later (so as early as turn 3).&lt;br /&gt;
&lt;br /&gt;
Due to the sheer number of possible reinforcements, it is advised to NOT try to fight all of the reinforcements, but simply activate the relays and retreat.&lt;br /&gt;
&lt;br /&gt;
==Exalt Base Assault==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px;float:right;&amp;quot;&amp;gt;[[File:Exalt Base Raid (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All enemies eliminated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 1250 credits, Illuminator Gunsight, Cognitive Enchancer, Neuroregulator, 400 meld, -5 Worldwide Panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; x country panic, y continent panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Does not expire&lt;br /&gt;
&lt;br /&gt;
This mission is considerably tougher than it is in vanilla. The Exalt base is crawling with randomly generated elite EXALT squads. In addition you may find some elite aliens here as well.&lt;br /&gt;
&lt;br /&gt;
The EXALT base is in a large cubic map, in an office/residence atop a Skyscraper. You are dropped off near a Helipad. Inside consists of a foyer, that splits to a library/sitting room and a sparse Situation Room (where Annette&#039;s photo is visible) (rooms and floor plan are symmetrical), and to a large sunken central room (with surrounding high hallways) with EXALT&#039;s own bootleg Hologlobe. There are paths that reach around on the outside of the building on the perimeter. The roof is accessible. You may have some success firing down through the skylights for the elevated bonus, but the line of sight from the skylights to ground level is quite restrictive.&lt;br /&gt;
&lt;br /&gt;
There are no airdropped EXALT squads.&lt;br /&gt;
&lt;br /&gt;
Expect several squads of EXALT Elite units inside.&lt;br /&gt;
&lt;br /&gt;
Falsely accusing a country of harboring the exalt base will cause a massive spike in panic as well as a significant gain in alien research, so it is unadvised to &amp;quot;guess&amp;quot; where the exalt base is until you know for sure.&lt;br /&gt;
&lt;br /&gt;
= XCOM Defense Missions =&lt;br /&gt;
&lt;br /&gt;
Under certain situations, the aliens will launch attacks against XCOM. &lt;br /&gt;
&lt;br /&gt;
==XCOM Base Defense==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px; float:right;&amp;quot;&amp;gt;[[File:Base Defense 2 (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; -500 credits, all alien captives released, 20% of scientists and engineers slaughtered&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Immediate&lt;br /&gt;
&lt;br /&gt;
This mission is always called: Operation Ashes and Temples.&lt;br /&gt;
&lt;br /&gt;
When the aliens have high resources AND high aggression they will come for your base. Your base is assaulted by a UFO - typically a NOE altitude [[UFOs (LWR)#Assault Carrier|Assault Carrier]], but it may have &#039;&#039;backup&#039;&#039; from other craft - which you can see coming and can shoot down, but it&#039;s extremely difficult: when the UFO alert/interception prompt appears, it will say &amp;quot;Warning! Warning! UFO vectoring to XCOM HQ!&amp;quot; on the lesser notifications on the lower-left of the screen. Shooting down that UFO will prevent the assault.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, you will get the chance to select and equip a squad for this mission. You select and equip 8 soldiers, of which a random 5 will be selected at the start. Additional soldiers from this pool will arrive as reinforcements, one automatically and further soldiers can arrive to replace losses. You&#039;ll also get a complement of Blueshirts (new Rookie soldiers). The reinforcements you get do not vary with Blueshirt casualties, only XCOM casualties.&lt;br /&gt;
&lt;br /&gt;
The aliens will drop in to the command center, followed by flyers in the back and drops in to the MEC bay and two waves in the forward access tunnels. Expect this mission to be difficult, though the forces deployed can vary wildly based on RNG. However, always look around and check for the falling dirt to see if any waves are about to drop in the MEC Bay, particularly the upper areas at all four corners. &lt;br /&gt;
&lt;br /&gt;
Failing this mission does not mean the end of XCOM, however it is damaging. The aliens will ransack your base, killing engineers and scientists and destroying credits before regular military arrive and bail you out. This mission can only happen once during a campaign, can only occur after September, and will always occur in the first year.&lt;br /&gt;
&lt;br /&gt;
If you succeed, any surviving Blueshirts will join your roster, retaining any XP they gained during the base defense.&lt;br /&gt;
&lt;br /&gt;
==XCOM Air Base Defense==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px;float:right;&amp;quot;&amp;gt;[[File:Base Defense 3 (EU2012).png|400px|right]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; severe damage and/or destruction of multiple interceptors&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Immediate&lt;br /&gt;
&lt;br /&gt;
In addition to assaulting your base, aliens can now go after your interceptor stations. These missions will only be launched after your air game becomes significantly strong (a Firestorm is built). It will generate similar to an abduction mission, with XCOM soldiers outfitting in the Skyranger as per usual. The map takes place in the previously multiplayer only [[XCOM_HQ_Multiplayer_(EU2012)|Interceptor bay]]. This mission must be completed to avoid severe damage or destruction of your interceptors.&lt;br /&gt;
&lt;br /&gt;
If the Hyperwave Relay is built, the mission notice on the approaching UFO will say &amp;quot;Retaliation&amp;quot;. Be aware you will enter the area through one of the side tunnels in the center of the map, so odds are that there will be aliens in both wings, and can easily be flanked by a wandering pod due to this.&lt;br /&gt;
&lt;br /&gt;
Unlike the XCOM Base Defense, the Air Base Defense mission will not only happen frequently (especially after the player has started fielding plasma weapons) but it is also MUCH easier than the standard Base Defense.&lt;br /&gt;
&lt;br /&gt;
=Storyline Missions=&lt;br /&gt;
&lt;br /&gt;
These missions are required to progress and pass the game. They are significantly easier than their counterparts in LW 1.0 in order to make them less of a roadblock. The exception is the Temple Ship Assault which is significantly harder than LW 1.0 and may be the most difficult mission of a campaign.&lt;br /&gt;
&lt;br /&gt;
==Alien Base Assault==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 1 Hyperwave Beacon, -10 Alien Research, Alien Aggression to 100%, Incursion Strength to 110%, Recover Country at 55 Panic, -5 Continent Panic, 1 Fusion Core, 4 Alien Surgeries, 15 Alien Stasis Tanks, 10 Alien Foods, 2 Alien Entertainments&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; No specific penalty -- though you will lose the entire squad as you cannot retreat from this mission&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Does not expire&lt;br /&gt;
&lt;br /&gt;
The 1st alien base is auto-generated when you lose a country in the first month. You need to develop a Skeleton Key, and then place a satellite over an alien occupied country to locate and assault the alien base. With that in mind, you may want to do your first Alien Base Assault as soon as possible, as to face weaker aliens. That way, even if you do lose more countries, but don&#039;t want to risk soldiers attacking another Base, at least you can still progress with the storyline. For the first alien base assault, the most difficult enemy to face will be a sectoid commander (or if it&#039;s really late in the game an ethereal).&lt;br /&gt;
&lt;br /&gt;
Like with UFOs, the commander will not necessarily be in the last room with the Hyperwave Beacon.&lt;br /&gt;
&lt;br /&gt;
All pods will contain a leader alien on the assault.&lt;br /&gt;
&lt;br /&gt;
Note that each time you successfully raid an alien base the next alien base will be more fortified with extra aliens and the extra aliens will come with advanced leader levels:&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 15px;&amp;quot; | Previously Successful ABAs&lt;br /&gt;
! Additional Aliens&amp;lt;br&amp;gt;(Not Cumulative)&lt;br /&gt;
|- &lt;br /&gt;
|| 0 (First Attempt)&lt;br /&gt;
|| None&lt;br /&gt;
|- &lt;br /&gt;
|| 1&lt;br /&gt;
|| Chryssalid pod + Sectoid Commander pod [with +4 Leader Levels]&lt;br /&gt;
|- &lt;br /&gt;
|| 2&lt;br /&gt;
|| Muton Elite pod + Heavy Floater pod [with +6 Leader Levels]&lt;br /&gt;
|- &lt;br /&gt;
|| 3+&lt;br /&gt;
|| Sectopod pod + Ethereal pod [with +8 Leader Levels]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overseer Crash Site==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Ethereal Device, UFO equipment and resources&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 36 hours&lt;br /&gt;
&lt;br /&gt;
The Overseer contains a significant crew that, while hurt from the crash, will still pack quite a punch. &lt;br /&gt;
&lt;br /&gt;
The enemies you fight will be:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 1 Ethereal pod&lt;br /&gt;
 1 Sectopod pod&lt;br /&gt;
 1 Heavy Floater pod&lt;br /&gt;
 1 Muton Elite pod&lt;br /&gt;
 1 Outsider pod&lt;br /&gt;
 1 Cyberdisc pod&lt;br /&gt;
 1 Sectoid Commander pod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you fail, more overseers will spawn allowing you to attempt one again, so do not feel bad about retreating if you get overwhelmed on a first attempt.&lt;br /&gt;
&lt;br /&gt;
==Temple Ship Assault==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:620px;float:right;&amp;quot;&amp;gt;[[File:TempleShip.png|right|600px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Win the game!&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; Lose the game!&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; ~2 hours&lt;br /&gt;
&lt;br /&gt;
Depending upon how many council nations are still supporting you, your soldiers will receive a significant morale/attribute boost for the final mission:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; colspan=&amp;quot;3&amp;quot; | # of Council Nations Supporting XCOM and Soldier Boosts&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || style=&amp;quot;width: 33%&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || style=&amp;quot;width: 33%&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-8 will&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-4 aim&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-8 will&amp;lt;br&amp;gt;&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-2 HP&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;All soldiers gain +0-8 will&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || &#039;&#039;&#039;5&#039;&#039;&#039; || &#039;&#039;&#039;6&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-0.6 mobility&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;All soldiers gain +0-8 will&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;Squadsize increased to 8 (from 7)&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;All soldiers gain +0-8 will&lt;br /&gt;
|| Squadsize increased to 8 (from 7)&amp;lt;br&amp;gt;All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-16 will&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;7&#039;&#039;&#039; || &#039;&#039;&#039;8&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|| Squadsize increased to 8 (from 7)&amp;lt;br&amp;gt;All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-8 aim&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-16 will&lt;br /&gt;
|| Squadsize increased to 8 (from 7)&amp;lt;br&amp;gt;All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-4 HP&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-8 aim&amp;lt;br&amp;gt;All soldiers gain +0-16 will&lt;br /&gt;
|| Squadsize increased to 8 (from 7)&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-1.2 mobility&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-4 HP&amp;lt;br&amp;gt;All soldiers gain +0-8 aim&amp;lt;br&amp;gt;All soldiers gain +0-16 will&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
|  || &#039;&#039;&#039;10-16&#039;&#039;&#039; ||&lt;br /&gt;
|-&lt;br /&gt;
|| || &#039;&#039;&#039;&#039;&#039;Squadsize increased to 9 (from 7)&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-1.2 mobility&amp;lt;br&amp;gt;All soldiers gain +0-4 HP&amp;lt;br&amp;gt;All soldiers gain +0-8 aim&amp;lt;br&amp;gt;All soldiers gain +0-16 will ||&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The volunteer on this mission will gain access to every single psionic ability, including &#039;&#039;&#039;Rift&#039;&#039;&#039;, making quite a formidable psionic soldier.&lt;br /&gt;
&lt;br /&gt;
The Temple Ship will contain some of the strongest alien leaders in the game. Go in heavy, hit hard, and let nothing stand in your way. This may be the most difficult mission in your campaign.&lt;br /&gt;
&lt;br /&gt;
At the end of the brutal road, in the Ethereal Cathedral awaits the &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039;, Lord of the Alien Collective. Rushing the Uber Ethereal is not advised, as he will have 100% DR until all the Muton Elites and Ethereals around him have been killed.&lt;br /&gt;
&lt;br /&gt;
Good luck, Commander.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Missions (LWR)]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=100717</id>
		<title>Research (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=100717"/>
		<updated>2021-05-15T18:29:02Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Alien Autopsies */&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;
The speed to research each technology is defined by:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Research Time (in hours) = [Tech Time * 72 * (6 + Difficulty Modifier) * (1 - Credit Bonus)] / [(50 + Scientists) * (1 + 0.3 * Number of Labs + 0.1 * Number of Lab Adjacencies)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Difficulty Modifier is 0 for Normal up to 3 for Impossible.&lt;br /&gt;
&lt;br /&gt;
Credit Bonus is 50% for any credit (80% with the Ready for War Starting Bonus).&lt;br /&gt;
&lt;br /&gt;
Tech Times can be found under Research Projects below.&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
&lt;br /&gt;
[[File:LW Rebalance -Tech Tree v1.32.04.gif|1600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Offensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center style=&amp;quot;font-size:0.9em;&amp;quot;&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || 20&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers || High-Capacity Pistols&amp;lt;br /&amp;gt;SHIV Advancements I&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman Scope || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry &lt;br /&gt;
| 4 || 10 || 40 || - || 35&lt;br /&gt;
| Advanced Beam Lasers || XCOM Security: Guns&amp;lt;br /&amp;gt;Enhanced Lasers&lt;br /&gt;
| Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Laser Battle Rifle&amp;lt;br /&amp;gt;Laser SMG&amp;lt;br /&amp;gt;Laser Scattershot&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Laser Autocannon (SHIV)|| -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&amp;lt;br /&amp;gt;Drone Autopsy &lt;br /&gt;
| 10 || 50 || 60 || - || 70&lt;br /&gt;
| Pulse Lasers || -&lt;br /&gt;
| Laser Autorifle&amp;lt;br /&amp;gt;Scatter Gatler&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;Laser Lance (MEC) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare &lt;br /&gt;
| 25 || 5 || 100 || - || 80&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Battle Rifle&amp;lt;br /&amp;gt;Gauss Alloy Cannon&amp;lt;br /&amp;gt;Gauss SMG&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;Grenade Launcher (MEC)&amp;lt;br /&amp;gt;Gauss Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons || Gauss Weapons &amp;lt;br /&amp;gt; Floater Interrogation&lt;br /&gt;
| 30 || 10 || 60 || - || 90&lt;br /&gt;
| EMP Weapons || Quenchguns || Gauss Autorifle&amp;lt;br /&amp;gt;Guass Machine Gun&amp;lt;br /&amp;gt;Gauss Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;Gauss Railgun (MEC)&amp;lt;br /&amp;gt;Miniature Nuclear Explosive (MiNE)&amp;lt;br /&amp;gt;Launcher (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&lt;br /&gt;
| 30 || 30 || 350 || - || 350&lt;br /&gt;
| Light Plasma Weapons || - || Electro Pulse (MEC) || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Cyberdisk Autopsy&lt;br /&gt;
| 5 || 25 || 50 || - || 80&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Battle Rifle&amp;lt;br /&amp;gt;Pulse Scattershot&amp;lt;br /&amp;gt;Pulse Pistol&amp;lt;br /&amp;gt;Pulse SMG&amp;lt;br /&amp;gt;Pulse Autocannon (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 10 || 80 || 30 || - || 90&lt;br /&gt;
| Light Plasma Weapons || Supercapacitors || Pulse Autoblaster&amp;lt;br /&amp;gt;Pulse Gatler&amp;lt;br /&amp;gt;Pulse Strike Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;Pulse Lance (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 8 || 16 || 80 || - || 210 &lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Light Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Muton Elite Interrogation&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| 30 || 220 || 450 || - || 500 &lt;br /&gt;
| Compact Plasma Weapons&amp;lt;br /&amp;gt;Standard Plasma Weapons || Condensed Plasma || Plasma SMG&amp;lt;br /&amp;gt;Plasma Carbine || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Standard Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 20 || 30 || 80 || - || 270&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Battle Rifle&amp;lt;br /&amp;gt;Plasma Reflex Cannon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| Fusion Weapons || - || Plasma Novagun&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Plasma Particle Cannon&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Strike Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Autocannon&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Standard Plasma Weapons&lt;br /&gt;
| 40 || 240 || 550 || 1 Fusion Core&amp;lt;br&amp;gt;(not consumed) || 550&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Defensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || 20&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;All UFO Analyses&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Gauss Weapons&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;Ammo - Shredder&amp;lt;br /&amp;gt;Ammo - Breaching&amp;lt;br /&amp;gt;Ammo Module&amp;lt;br /&amp;gt;Alloy Bipod&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 40&lt;br /&gt;
| Advanced Body Armor || XCOM Security: Armor || Phalanx Armor&amp;lt;br /&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Plating&amp;lt;br /&amp;gt;Ammo - Piercing || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| 6 || - || - || - || 50&lt;br /&gt;
| Mobile Power Armor || Mechanized Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 10 || - || - || 80&lt;br /&gt;
| MEC Mark 2&amp;lt;br /&amp;gt;Advanced Power Armor || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Berserker Interrogation&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 80 || - || - || 180&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy&amp;lt;br /&amp;gt;Antigrav Systems&amp;lt;br /&amp;gt;Stealth Systems || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;Walker Servos&amp;lt;br /&amp;gt;Core Armoring || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 2&#039;&#039;&#039; || Armor || Alien Biocybernetics&amp;lt;br /&amp;gt;Mobile Power Armor&lt;br /&gt;
| 10 || 40 || 70 || 10 || 75&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy || - || LMEC2 (Valiant)&amp;lt;br /&amp;gt;HMEC2 (Defender)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Heavy&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 120 || 10 || 180 || 5 || 90&lt;br /&gt;
| - || - || HMEC3 (Dauntless)&amp;lt;br /&amp;gt;UHMEC3 (Devastator)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Light&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 80 || 180 || 5 || 90&lt;br /&gt;
| - || - || LMEC3 (Vindicator)&amp;lt;br /&amp;gt;ULMEC3 (Vanguard)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Heavy Floater Interrogation&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 20 || - || - || 100&lt;br /&gt;
| - || Advanced Flight || Seraph Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;The Thumper (MEC) || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| - || 20 || - || - || 100&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 10 || 15 || - || 2 || 30&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien Corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.&lt;br /&gt;
&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Autopsies&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 8 Sectoid Corpses || 5&lt;br /&gt;
| Sectoid Interrogation || - || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 8 Thin Man Corpses || 20&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || Restorative Mist&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 8 Floater Corpses || 15&lt;br /&gt;
| Floater Interrogation || Shaped Armor || Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC) || Aim Booster (Aerospace)&amp;lt;br /&amp;gt;Ammo - Flak&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 8 Muton Corpses || 25&lt;br /&gt;
| Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 8 Berserker Corpses || 30&lt;br /&gt;
| Berserker Interrogation || || Combat Stims || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 8 Sectoid Commander Corpses || 45&lt;br /&gt;
| Sectoid Commander Interrogation || - || Psi Frayer || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 8 Muton Elite Corpses || 40&lt;br /&gt;
| Muton Elite Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 8 Heavy Floater Corpses || 40&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 8 Ethereal Corpses || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 8 Drone Wrecks || 5&lt;br /&gt;
| Advanced Beam Lasers|| - || Holo Charger&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 8 Seeker Wrecks || 15&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;Extrasensory Vest&amp;lt;br /&amp;gt;Elerium Emitter || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 5 Chryssalid Corpses || 30&lt;br /&gt;
| Advanced Body Armor|| - || Chitin Plating || Muscle Fiber Density&amp;lt;br /&amp;gt;Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 8 Cyberdisc Wrecks || 15&lt;br /&gt;
| Pulse Lasers || SHIV Advancements II || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Dodge Booster&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 8 Mechtoid Core || 30&lt;br /&gt;
| - || Advanced Servomotors || Psi Retaliator&amp;lt;br /&amp;gt;Alloy SHIV || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 8 Sectopod Wrecks || 45&lt;br /&gt;
| - || - || &#039;&#039;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an Stun Rifle and housed in the Alien Containment can be interrogated once the autopsy project for that species has been completed.&lt;br /&gt;
&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and Foundry projects that match the credit type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;1&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 15&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Xenopsionics&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Elerium&#039;&#039;&amp;lt;/font&amp;gt; || Tactical Rigging&amp;lt;br /&amp;gt;(Foundry Project) &lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 70&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Experimental Warfare&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 70&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 95&lt;br /&gt;
| - || Secondary Heart&amp;lt;br /&amp;gt;Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mods)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Shielding Pod&amp;lt;br /&amp;gt;(SHIV)&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 120&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Power Armor&#039;&#039;&amp;lt;/font&amp;gt; || Neural Damping&amp;lt;br /&amp;gt;Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 135&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Inner Fire&amp;lt;br /&amp;gt;Telekinetic Field&amp;lt;br /&amp;gt;Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Powers) &lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Communications&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 140&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Light Plasma Weapons&#039;&#039;&amp;lt;/font&amp;gt; || Adrenaline Surge&amp;lt;br /&amp;gt;Iron Skin&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 130&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Antigrav Systems&#039;&#039;&amp;lt;/font&amp;gt; || -&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 170&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Psi Mastery&amp;lt;br /&amp;gt;(Psi Power) || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Main Tech===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Main Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Items&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 2 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 30&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;All Robotic Autopsies || -&lt;br /&gt;
| Arc Rifle&amp;lt;br /&amp;gt;Arc Pistol&amp;lt;br /&amp;gt;Satellite Nexus&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoid Corpses || 15&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;All Biologic Autopsies || Alien Containment || Targeting Module || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 10 || - || 35&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| Genetics Lab || - || Predictive Tracking&amp;lt;br /&amp;gt;Advanced Perception&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 5 Sectoid Corpses || 25&lt;br /&gt;
| Xenopsionics&amp;lt;br /&amp;gt;Alien Communications|| - || Stun Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || Hyperwave Beacon&amp;lt;br /&amp;gt;(from Alien base assault)&lt;br /&gt;
| - || 10 || - || - || - || 30&lt;br /&gt;
| Stealth Systems || Hyperwave Relay || Mimic Beacon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Sectoid Interrogation || -&lt;br /&gt;
| - || - || - || 5 || - || 25&lt;br /&gt;
| Alien Operations || Psionic Labs || - || Mindfray&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;Psi Panic&amp;lt;br /&amp;gt;Psi Inspire&amp;lt;br /&amp;gt;Mind Merge&amp;lt;br /&amp;gt;(Psi Powers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics || Outsider Shard&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 5 || 30 || 50 || 20 || - || 60&lt;br /&gt;
| Mind and Machine&amp;lt;br /&amp;gt;MEC Mark 2&lt;br /&gt;
| - || MEC-1 &amp;lt;br /&amp;gt;Minigun&amp;lt;br /&amp;gt;Incinerator Module&amp;lt;br /&amp;gt;Neural Gunlink&amp;lt;br /&amp;gt; || Advanced Surgery&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Projects)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&amp;lt;br /&amp;gt;Thin Man Interrogation || -&lt;br /&gt;
| - || - || 20 || - || - || 50&lt;br /&gt;
| Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Gauss Weapons || Beam Strengthening&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&amp;lt;br /&amp;gt;Sectoid Interrogation || Hyperwave Beacon&amp;lt;br /&amp;gt;(from Alien base assault)&lt;br /&gt;
| - || 10 || - || - || - || 10&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Mobile Power Armor || Jellied Elerium || Elerium Turbos&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium || -&lt;br /&gt;
| - || 20 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 100&lt;br /&gt;
| Alien Propulsion&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Pulse Lasers&lt;br /&gt;
| Elerium Batteries&amp;lt;br /&amp;gt;UFO Tracking || Elerium Generator&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare || -&lt;br /&gt;
| 10 || - || 50 || - || - || 65&lt;br /&gt;
| Alien Propulsion || Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts || -&lt;br /&gt;
| 10 || 20 || 20 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 60&lt;br /&gt;
| Antigrav Systems || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || Ethereal Device&lt;br /&gt;
| 10 || 15 || - || - || - || 30&lt;br /&gt;
| Mind and Machine || Gollop Chamber || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 30% damage bonus against all UFOs of the same type.&lt;br /&gt;
Also, once &#039;&#039;UFO Scanners&#039;&#039; Foundry project is completed, analyzed UFO&#039;s display damage during Air Combat.&lt;br /&gt;
&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;3&amp;quot; | Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 20 || 2 || 400 || 30% Increased Fire Rate vs Scouts&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Fighter Crash Site]]&amp;lt;br /&amp;gt; mission completed || 20 || 2 || 300 || 30% Increased Fire Rate vs Fighters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Increased Fire Rate vs Raiders&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Destroyer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Increased Fire Rate vs Destroyers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Increased Fire Rate vs Abductors&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Increased Fire Rate vs Harvesters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Increased Fire Rate vs Transports&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Increased Fire Rate vs Terror Ships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Increased Fire Rate vs Assault Carriers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Battleship Crash Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Increased Fire Rate vs Battleships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Overseer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 12 || 700 || 30% Increased Fire Rate vs Overseers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Research Archives ==&lt;br /&gt;
&lt;br /&gt;
Here you can view a list of and summaries of all completed research projects.&lt;br /&gt;
&lt;br /&gt;
== Gene Labs ==&lt;br /&gt;
&lt;br /&gt;
Modify the genes of up to 2 soldiers with Meld to install Gene Mods.&lt;br /&gt;
&lt;br /&gt;
More information on Gene Mods can be found here: &#039;&#039;&#039;[[Gene_Mods_(LWR)|Gene Mods]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Various technologies will offer research credits that will speed up research and foundry projects in broad categories.&lt;br /&gt;
&lt;br /&gt;
Each research credit reduces the time to complete research and foundry projects in it&#039;s category by 50% (80% if the &amp;quot;Ready For War&amp;quot; start bonus is active).&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=100566</id>
		<title>Research (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=100566"/>
		<updated>2021-05-10T10:08:35Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Alien Interrogations */ Remove the percentage that is wrong and likely to lag behind other places that mention it&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;
The speed to research each technology is defined by:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Research Time (in hours) = [Tech Time * 72 * (6 + Difficulty Modifier) * (1 - Credit Bonus)] / [(50 + Scientists) * (1 + 0.3 * Number of Labs + 0.1 * Number of Lab Adjacencies)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Difficulty Modifier is 0 for Normal up to 3 for Impossible.&lt;br /&gt;
&lt;br /&gt;
Credit Bonus is 50% for any credit (80% with the Ready for War Starting Bonus).&lt;br /&gt;
&lt;br /&gt;
Tech Times can be found under Research Projects below.&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
&lt;br /&gt;
[[File:LW Rebalance -Tech Tree v1.32.04.gif|1600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Offensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center style=&amp;quot;font-size:0.9em;&amp;quot;&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || 20&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers || High-Capacity Pistols&amp;lt;br /&amp;gt;SHIV Advancements I&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman Scope || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry &lt;br /&gt;
| 4 || - || 40 || - || 35&lt;br /&gt;
| Advanced Beam Lasers || XCOM Security: Guns&amp;lt;br /&amp;gt;Enhanced Lasers&lt;br /&gt;
| Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Laser Battle Rifle&amp;lt;br /&amp;gt;Laser SMG&amp;lt;br /&amp;gt;Laser Scattershot&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater&amp;lt;br /&amp;gt;Laser Autocannon (SHIV)|| -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&amp;lt;br /&amp;gt;Drone Autopsy &lt;br /&gt;
| 10 || - || 60 || - || 70&lt;br /&gt;
| Pulse Lasers || -&lt;br /&gt;
| Laser Autorifle&amp;lt;br /&amp;gt;Scatter Gatler&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;Laser Lance (MEC) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare &lt;br /&gt;
| 25 || 5 || 100 || - || 80&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Battle Rifle&amp;lt;br /&amp;gt;Gauss Alloy Cannon&amp;lt;br /&amp;gt;Gauss SMG&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;Grenade Launcher (MEC)&amp;lt;br /&amp;gt;Gauss Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons || Gauss Weapons &amp;lt;br /&amp;gt; Floater Interrogation&lt;br /&gt;
| 30 || 10 || 60 || - || 90&lt;br /&gt;
| EMP Weapons || Quenchguns || Gauss Autorifle&amp;lt;br /&amp;gt;Guass Machine Gun&amp;lt;br /&amp;gt;Gauss Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;Gauss Railgun (MEC)&amp;lt;br /&amp;gt;Miniature Nuclear Explosive (MiNE)&amp;lt;br /&amp;gt;Launcher (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&lt;br /&gt;
| 30 || 30 || 350 || - || 350&lt;br /&gt;
| Light Plasma Weapons || - || Electro Pulse (MEC) || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Cyberdisk Autopsy&lt;br /&gt;
| 5 || 25 || 50 || - || 80&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Battle Rifle&amp;lt;br /&amp;gt;Pulse Scattershot&amp;lt;br /&amp;gt;Pulse Pistol&amp;lt;br /&amp;gt;Pulse SMG&amp;lt;br /&amp;gt;Pulse Autocannon (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 10 || 30 || 30 || - || 90&lt;br /&gt;
| Light Plasma Weapons || Supercapacitors || Pulse Autoblaster&amp;lt;br /&amp;gt;Pulse Gatler&amp;lt;br /&amp;gt;Pulse Strike Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;Pulse Lance (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 8 || 16 || 80 || 1 Alien Pistol || 210 &lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Light Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Muton Elite Interrogation&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| 30 || 220 || 450 || 1 Alien Carbine || 500 &lt;br /&gt;
| Compact Plasma Weapons&amp;lt;br /&amp;gt;Standard Plasma Weapons || Condensed Plasma || Plasma SMG&amp;lt;br /&amp;gt;Plasma Carbine || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Standard Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 20 || 30 || 80 || 1 Alien Rifle || 270&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Battle Rifle&amp;lt;br /&amp;gt;Plasma Reflex Cannon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || 1 Alien Heavy Weapon || 270&lt;br /&gt;
| Fusion Weapons || - || Plasma Novagun&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Plasma Particle Cannon&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Strike Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Autocannon&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;1 Fusion Core&amp;lt;br&amp;gt;(not consumed)&lt;br /&gt;
| 40 || 240 || 550 || - || 550&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Defensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || 20&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;All UFO Analyses&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Gauss Weapons&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;Ammo - Shredder&amp;lt;br /&amp;gt;Ammo - Breaching&amp;lt;br /&amp;gt;Ammo Module&amp;lt;br /&amp;gt;Alloy Bipod&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 40&lt;br /&gt;
| Advanced Body Armor || XCOM Security: Armor || Phalanx Armor&amp;lt;br /&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Plating&amp;lt;br /&amp;gt;Ammo - Piercing || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| 6 || - || - || - || 50&lt;br /&gt;
| Mobile Power Armor || Mechanized Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 10 || - || - || 80&lt;br /&gt;
| MEC Mark 2&amp;lt;br /&amp;gt;Advanced Power Armor || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Berserker Interrogation&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 80 || - || - || 180&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy&amp;lt;br /&amp;gt;Antigrav Systems&amp;lt;br /&amp;gt;Stealth Systems || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;Walker Servos&amp;lt;br /&amp;gt;Core Armoring || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 2&#039;&#039;&#039; || Armor || Alien Biocybernetics&amp;lt;br /&amp;gt;Mobile Power Armor&lt;br /&gt;
| 10 || 40 || 70 || 10 || 75&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy || - || LMEC2 (Valiant)&amp;lt;br /&amp;gt;HMEC2 (Defender)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Heavy&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 120 || 10 || 180 || 5 || 90&lt;br /&gt;
| - || - || HMEC3 (Dauntless)&amp;lt;br /&amp;gt;UHMEC3 (Devastator)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Light&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 80 || 180 || 5 || 90&lt;br /&gt;
| - || - || LMEC3 (Vindicator)&amp;lt;br /&amp;gt;ULMEC3 (Vanguard)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Heavy Floater Interrogation&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 20 || - || - || 100&lt;br /&gt;
| - || Advanced Flight || Seraph Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;The Thumper (MEC) || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| - || 20 || - || - || 100&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 10 || 15 || - || 2 || 30&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.&lt;br /&gt;
&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Autopsies&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid || 5&lt;br /&gt;
| Sectoid Interrogation || - || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Thin Man || 20&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || Restorative Mist&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Floater || 15&lt;br /&gt;
| Floater Interrogation || Shaped Armor || Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC) || Aim Booster (Aerospace)&amp;lt;br /&amp;gt;Ammo - Flak&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton || 25&lt;br /&gt;
| Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Berserker || 30&lt;br /&gt;
| Berserker Interrogation || || Combat Stims || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Commander || 45&lt;br /&gt;
| Sectoid Commander Interrogation || - || Psi Frayer || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Elite || 40&lt;br /&gt;
| Muton Elite Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Heavy Floater || 40&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Drone || 5&lt;br /&gt;
| Advanced Beam Lasers|| - || Holo Charger&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Seeker || 15&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;Extrasensory Vest&amp;lt;br /&amp;gt;Elerium Emitter || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Chryssalid || 30&lt;br /&gt;
| Advanced Body Armor|| - || Chitin Plating || Muscle Fiber Density&amp;lt;br /&amp;gt;Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Cyberdisc || 15&lt;br /&gt;
| Pulse Lasers || SHIV Advancements II || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Dodge Booster&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Mechtoid Core || 30&lt;br /&gt;
| - || Advanced Servomotors || Psi Retaliator&amp;lt;br /&amp;gt;Alloy SHIV || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Sectopod || 45&lt;br /&gt;
| - || - || &#039;&#039;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an Stun Rifle and housed in the Alien Containment can be interrogated once the autopsy project for that species has been completed.&lt;br /&gt;
&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and Foundry projects that match the credit type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;1&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 15&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Xenopsionics&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Elerium&#039;&#039;&amp;lt;/font&amp;gt; || Tactical Rigging&amp;lt;br /&amp;gt;(Foundry Project) &lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 70&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Experimental Warfare&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 70&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 95&lt;br /&gt;
| - || Secondary Heart&amp;lt;br /&amp;gt;Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mods)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Shielding Pod&amp;lt;br /&amp;gt;(SHIV)&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 120&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Power Armor&#039;&#039;&amp;lt;/font&amp;gt; || Neural Damping&amp;lt;br /&amp;gt;Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 135&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Inner Fire&amp;lt;br /&amp;gt;Telekinetic Field&amp;lt;br /&amp;gt;Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Powers) &lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Communications&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 140&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Light Plasma Weapons&#039;&#039;&amp;lt;/font&amp;gt; || Adrenaline Surge&amp;lt;br /&amp;gt;Iron Skin&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 130&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Antigrav Systems&#039;&#039;&amp;lt;/font&amp;gt; || -&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 170&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Psi Mastery&amp;lt;br /&amp;gt;(Psi Power) || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Main Tech===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Main Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Items&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 2 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 30&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;All Robotic Autopsies || -&lt;br /&gt;
| Arc Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Satellite Nexus&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoid Corpses || 15&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;All Biologic Autopsies || Alien Containment || Targeting Module || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 10 || - || 35&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| Genetics Lab || - || Predictive Tracking&amp;lt;br /&amp;gt;Advanced Perception&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 5 Sectoid Corpses || 25&lt;br /&gt;
| Xenopsionics&amp;lt;br /&amp;gt;Alien Communications|| - || Stun Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || Hyperwave Beacon&amp;lt;br /&amp;gt;(from Alien base assault)&lt;br /&gt;
| - || 10 || - || - || - || 30&lt;br /&gt;
| Stealth Systems || Hyperwave Relay || Mimic Beacon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Sectoid Interrogation || -&lt;br /&gt;
| - || - || - || 5 || - || 25&lt;br /&gt;
| Alien Operations || Psionic Labs || - || Mindfray&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;Psi Panic&amp;lt;br /&amp;gt;Psi Inspire&amp;lt;br /&amp;gt;Mind Merge&amp;lt;br /&amp;gt;(Psi Powers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics || Outsider Shard&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 5 || 30 || 50 || 20 || - || 60&lt;br /&gt;
| Mind and Machine&amp;lt;br /&amp;gt;MEC Mark 2&lt;br /&gt;
| - || MEC-1 &amp;lt;br /&amp;gt;Minigun&amp;lt;br /&amp;gt;Incinerator Module&amp;lt;br /&amp;gt;Neural Gunlink&amp;lt;br /&amp;gt; || Advanced Surgery&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Projects)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&amp;lt;br /&amp;gt;Thin Man Interrogation || -&lt;br /&gt;
| - || - || 20 || - || - || 50&lt;br /&gt;
| Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Gauss Weapons || Beam Strengthening&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&amp;lt;br /&amp;gt;Sectoid Interrogation || Hyperwave Beacon&amp;lt;br /&amp;gt;(from Alien base assault)&lt;br /&gt;
| - || 10 || - || - || - || 10&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Mobile Power Armor || Jellied Elerium || Elerium Turbos&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium || -&lt;br /&gt;
| - || 20 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 100&lt;br /&gt;
| Alien Propulsion&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Pulse Lasers&lt;br /&gt;
| Elerium Batteries&amp;lt;br /&amp;gt;UFO Tracking || Elerium Generator&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare || -&lt;br /&gt;
| 10 || - || 50 || - || - || 65&lt;br /&gt;
| Alien Propulsion || Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts || -&lt;br /&gt;
| 10 || 20 || 20 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 60&lt;br /&gt;
| Antigrav Systems || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || Ethereal Device&lt;br /&gt;
| 10 || 15 || - || - || - || 30&lt;br /&gt;
| Mind and Machine || Gollop Chamber || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 30% damage bonus against all UFOs of the same type.&lt;br /&gt;
Also, once &#039;&#039;UFO Scanners&#039;&#039; Foundry project is completed, analyzed UFO&#039;s display damage during Air Combat.&lt;br /&gt;
&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;3&amp;quot; | Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 20 || 2 || 400 || 30% Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Fighter Crash Site]]&amp;lt;br /&amp;gt; mission completed || 20 || 2 || 300 || 30% Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Destroyer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Battleship Crash Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Overseer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 12 || 700 || 30% Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Research Archives ==&lt;br /&gt;
&lt;br /&gt;
Here you can view a list of and summaries of all completed research projects.&lt;br /&gt;
&lt;br /&gt;
== Gene Labs ==&lt;br /&gt;
&lt;br /&gt;
Modify the genes of up to 2 soldiers with Meld to install Gene Mods.&lt;br /&gt;
&lt;br /&gt;
More information on Gene Mods can be found here: &#039;&#039;&#039;[[Gene_Mods_(LWR)|Gene Mods]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Various technologies will offer research credits that will speed up research and foundry projects in broad categories.&lt;br /&gt;
&lt;br /&gt;
Each research credit reduces the time to complete research and foundry projects in it&#039;s category by 50% (80% if the &amp;quot;Ready For War&amp;quot; start bonus is active).&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(LWR)&amp;diff=98834</id>
		<title>Equipment (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(LWR)&amp;diff=98834"/>
		<updated>2020-12-04T23:24:38Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* SHIV Only */  Remove wrong motion tracker aim bonus&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_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, all regular soldiers have 2 &#039;&#039;&#039;equipment slots&#039;&#039;&#039; from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots.&lt;br /&gt;
&lt;br /&gt;
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the &#039;&#039;Alien Grenades&#039;&#039; Foundry project.&lt;br /&gt;
&lt;br /&gt;
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.&lt;br /&gt;
&lt;br /&gt;
Most items have a weight, which is represented as a movement penalty. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.2 or more, and a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as &#039;&#039;Packmaster&#039;&#039;, &#039;&#039;Grenadier&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039; do not increase the weight and do not provide additional movement penalties.&lt;br /&gt;
&lt;br /&gt;
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Since most items provide a movement penalty, this effectively gives you a small movement bonus.&lt;br /&gt;
&lt;br /&gt;
==Soldier equipment==&lt;br /&gt;
===Platings===&lt;br /&gt;
In Long War Rebalance, the aliens hits hard. Fortunately, you have access to platings that can be worn in addition to regular armor, providing more survivability. A soldier can only equip one plating at a time.&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; {{Usable by (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; {{Damage reduction (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ceramic Plates Long War.png|128px|link=Equipment (LWR)#Protective gear|Ceramic Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Ceramic Plating]]&#039;&#039;&#039;||All soldiers||-0.6||+2||+1|| || ||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:Alloy Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Alloy Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Alloy Plating]]&#039;&#039;&#039;||All soldiers||-0.6||+4||+1|| || ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reinforced Armor Long War.png|128px|link=Equipment (LWR)#Protective gear|Reinforced Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Reinforced Plating]]&#039;&#039;&#039;||All soldiers||-1.2||+3||+2.5|| || ||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|14&amp;lt;br /&amp;gt;(21)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chittin Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Chitin Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Chitin Plating]]&#039;&#039;&#039;||All soldiers|| ||+2||+1|| ||Reduces melee damage by 40%&amp;lt;br /&amp;gt;Prevents strangulation||[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)||10 [[Alien Artifacts (LWR)#Aliens|Chryssalid Carcasses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerative Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Regenerative Plating]]&#039;&#039;&#039;||All soldiers||-0.6||+3|| ||{{ Repair Servos (LWR) }}|| ||[[Research (LWR)#Armor, MECs, and SHIVs|Mobile Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|18&amp;lt;br /&amp;gt;(27)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||36&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous gear===&lt;br /&gt;
Unlike strictly protective items, these items offer a range of other benefits.&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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MECs|| || || || ||{{ Steadfast (LWR) }}|| ||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:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Proximity Sensor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Proximity Sensor]]&#039;&#039;&#039;||All soldiers|| || ||+5||{{ Tracker (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]&#039;&#039;&#039;||All soldiers||+0.6|| ||+5|| ||Prevents strangulation&amp;lt;br /&amp;gt;Automatic bleed out on first drop&amp;lt;br /&amp;gt;Increases bleed out time by 2 turns&amp;lt;br&amp;gt;Reveals the bleed out timer||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Extrasensory Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Extrasensory Vest]]&#039;&#039;&#039;||All soldiers||-0.6|| || ||{{ Awareness (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||26&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]&#039;&#039;&#039;||All soldiers|| || || || ||Sets mobility to 8.7 at the beginning of any mission||[[Research (LWR)#Armor, MECs, and SHIVs|Advanced Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fuel Cell Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Fuel Cell]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Fuel Cell]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;SHIVs||+2.5|| || || ||Increases flight fuel by 14&amp;lt;br /&amp;gt;Double fuel with the &#039;&#039;Advanced Flight&#039;&#039; Foundry project||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|24&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MECs|| ||+10||+5|| ||+5 aim and crit&amp;lt;br&amp;gt;Increases XP gained by 100%||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neuroregulator Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Neuroregulator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Neuroregulator]]&#039;&#039;&#039;||Psionic soldiers||+0.6||+10|| || ||Increases Psi XP gained by 100%||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mind Shield Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Psi Frayer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Psi Frayer]]&#039;&#039;&#039;||Psionic soldiers||-0.6||+15|| ||{{ Mind Fray (LWR) }}||Prevents strangulation||[[Research (LWR)#Alien Autopsies|Sectoid Commander Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(17)||5 [[Alien Artifacts (LWR)#Aliens|Sectoid Commander Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Screen Long War.png|128px|link=Equipment (LWR)#Protective gear|Psi Retaliator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Psi Retaliator]]&#039;&#039;&#039;||Psionic soldiers|| ||+10|| ||{{ Neural Feedback (LWR) }}||+0.5 Damage Resistance||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(18)||1 [[Alien Artifacts (LWR)#Aliens|Mechtoid Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sightings===&lt;br /&gt;
In Long War Rebalance, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of accessories that make this job easier. &lt;br /&gt;
&lt;br /&gt;
Weapon sightings apply their bonus to primary weapons only and each unit can only equip one at a time.&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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SCOPE Long War.png|128px|link=Equipment (LWR)#Weapon attachments|SCOPE]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|SCOPE]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MECs&amp;lt;br /&amp;gt;SHIVs|| ||+5||+10|| || ||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28||[[Foundry (LWR)#General Equipment Upgrades|SCOPE Upgrade]] (1)&amp;lt;br /&amp;gt;[[Equipment (LWR)#Weapon attachments|Neural Gunlink]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman Scope]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Marksman Scope]]&#039;&#039;&#039;||Scouts|| ||+5||+5||{{ Squadsight (LWR) }}||Reduces the squadsight penalty to -2 aim per tile further than 20 tiles&amp;lt;br&amp;gt;Can only be equipped with strike rifles||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||12||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]&#039;&#039;&#039;||All soldiers||-0.6||+10|| ||{{ Executioner (LWR) }}|| ||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&amp;lt;br /&amp;gt;Provided by a Mexican starting bonus||200||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Neural Gunlink]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Neural Gunlink]]&#039;&#039;&#039;||Psionic soldiers|| ||+15||+15|| || ||[[Research (LWR)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(18)||1 [[Equipment (LWR)#Weapon attachments|SCOPE]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Attachments===&lt;br /&gt;
Like weapon sightings, these attachments can improve a weapons ability to hit and crit enemy targets.&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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Laser Sight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Laser Sight]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MECs&amp;lt;br /&amp;gt;SHIVs|| || ||+15|| || ||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:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Targeting Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Targeting Module]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MECs&amp;lt;br /&amp;gt;SHIVs|| || ||+10|| ||+1 damage during critical hits||[[Research (LWR)#Xenology|Xenobiology]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Alloy Bipod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Alloy Bipod]]&#039;&#039;&#039;||All soldiers||-0.6|| || ||{{ Platform Stability (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||10||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition Modifiers===&lt;br /&gt;
In addition to attaching unique items to your weapons, you can augment your ammo sources increasing damage, capacity, and offering other benefits. You can only equip one ammo capacity increasing item at a time.&lt;br /&gt;
&lt;br /&gt;
Ammunition modifiers only affect primary weapons. &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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Damage bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|High Cap Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|High Cap Mags]]&#039;&#039;&#039;||Soldiers, MECs, and SHIVs|| || || || ||Non-electric primary weapons gain +1 ammo&amp;lt;br /&amp;gt;Can&#039;t be equipped with Drum Mags||colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Drum Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|Drum Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Drum Mags]]&#039;&#039;&#039;||Non-Private soldiers&amp;lt;br&amp;gt;Ballistic/gauss carbines, assault rifles, or battle rifles only||-0.6|| || ||{{ Flush (LWR) }}||Non-electric primary weapons gain +2 ammo&amp;lt;br /&amp;gt;Can&#039;t be equipped with High Cap Mags||colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]&#039;&#039;&#039;||Soldiers, MECs, and SHIVs&amp;lt;br&amp;gt;Ballistic/gauss primary weapons only|| ||+1|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]&#039;&#039;&#039;||Soldiers, MECs, and SHIVs&amp;lt;br&amp;gt;Laser/pulse primary weapons only|| ||+1|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Reaper Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Reaper Ammo]]&#039;&#039;&#039;||Soldiers&amp;lt;br&amp;gt;Laser/pulse primary weapons only|| || ||+20|| ||+2 damage during critical hits&amp;lt;br&amp;gt;Primary weapon range penalties are doubled||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (LWR)#Special ammunition|Plasma Stellerator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Plasma Stellerator]]&#039;&#039;&#039;||Soldiers, MECs, and SHIVs&amp;lt;br&amp;gt;Plasma primary weapons only|| ||+2|| || ||Primary weapons gain +50% weapon damage when targeting units with distortion||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Plasma]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Ammunition===&lt;br /&gt;
In addition to augmenting your ammo sources, you can also change them with one of the following ammo types. Only one ammo type can be equipped at a time.&lt;br /&gt;
&lt;br /&gt;
All special ammunition is restricted to &#039;&#039;&#039;Ballistic and Gauss weapons only&#039;&#039;&#039;.&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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Breaching Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Breaching Ammo]]&#039;&#039;&#039;||Soldiers with Shotguns||-0.6||-10|| ||Primary weapons bypass DR from &#039;&#039;&#039;hardened&#039;&#039;&#039;&amp;lt;br&amp;gt;Primary weapon only||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Ammo.png|128px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Shredder Ammo]]&#039;&#039;&#039;||Infantry&amp;lt;br&amp;gt;Medics&amp;lt;br&amp;gt;Assaults&amp;lt;br&amp;gt;Engineers&amp;lt;br&amp;gt;Scouts||-0.6|| ||{{ Shredder (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]&#039;&#039;&#039;||Soldiers with Assault Rifles, Carbines, or Battle Rifles&amp;lt;br&amp;gt;MECs&amp;lt;br&amp;gt;SHIVs||-0.6|| || ||Primary weapons bypass flat DR||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(18)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flak Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Flak Ammo]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MECs&amp;lt;br /&amp;gt;SHIVs||-0.6|| || ||Shots from the primary weapon ignore the 30 defense bonus flying targets receive||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Explosives===&lt;br /&gt;
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. Explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take (down to 50% damage at the periphery).&lt;br /&gt;
&lt;br /&gt;
Grenades gain an extra charge with the Packmaster perk and the Grenadier perk.&lt;br /&gt;
&lt;br /&gt;
Rockets gain an extra charge with the Shock and Awe perk.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!{{Item name (LWR)}}!!{{Usable by (LWR)}}!!{{Mobility bonus (LWR)}}!!{{Weapon damage (LWR)}}!!{{Weapon range (LWR)}}!!{{Blast radius (LWR)}}!!{{Special properties (LWR)}}!!{{Item source (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Rocket]]&#039;&#039;&#039;||Rocketeers||-0.6||x1||18.7||5||Provides a regular rocket||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Javelin Rocket]]&#039;&#039;&#039;||Rocketeers||-0.6||x2||18.7||2||Provides a Javelin rocket&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Other Abilities (LWR)#Shred|Shreds]]&#039;&#039;&#039; any unit it hits&amp;lt;br&amp;gt;No environmental damage||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|AP Grenade]]&#039;&#039;&#039;||All soldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||10||2||&#039;&#039;&#039;[[Other Abilities (LWR)#Shred|Shreds]]&#039;&#039;&#039; any unit it hits&amp;lt;br&amp;gt;Cover blocks the effect&amp;lt;br&amp;gt;+2 penetration||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|HE Grenade]]&#039;&#039;&#039;||All soldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||7.5||2|| ||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Alien Grenade]]&#039;&#039;&#039;||All soldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br /&amp;gt;(6-8)||10||2||Can&#039;t be equipped with Plasma Grenades||The &#039;&#039;Alien Grenades&#039;&#039; Foundry project provides an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Plasma Grenade]]&#039;&#039;&#039;||All soldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br /&amp;gt;(8-12)||10||2||+4 penetration&amp;lt;br&amp;gt;Can&#039;t be equipped with Alien Grenades||Must be researched and produced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Support grenades===&lt;br /&gt;
Support grenades deal no damage but can still be extremely effective. All of these items gain an extra charge with the Packmaster perk and the Smoke and Mirrors perk.&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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Smoke Grenade]]&#039;&#039;&#039;||All soldiers||-0.6||10||3.5||Spawns smoke at the target location through 2 enemy turns&amp;lt;br /&amp;gt;Grants [[Cover_(LWR)#Smoke|&#039;&#039;&#039;In Smoke&#039;&#039;&#039;]] to all units within the smoke||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:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Acid Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Acid Grenade]]&#039;&#039;&#039;||All soldiers||-0.6||10||3||Spawns an acid cloud at the target location through 2 enemy turns&amp;lt;br /&amp;gt;Applies [[Other_Abilities_(LWR)#Corrosion|&#039;&#039;&#039;Corrosion&#039;&#039;&#039;]] to all units within the cloud or entering the cloud||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||15 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Concussion Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Concussion Grenade]]&#039;&#039;&#039;||All soldiers||-0.6||10||4||Cover blocks the effect&amp;lt;br /&amp;gt;[[Other_Abilities_(LWR)#Disoriented|&#039;&#039;&#039;Disorients&#039;&#039;&#039;]] enemies&amp;lt;br /&amp;gt;Does not affect robotic units&amp;lt;br /&amp;gt;Can&#039;t be equipped with Psi Grenades||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:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Psi Grenade]]&#039;&#039;&#039;||Psionic soldiers|| ||12.5||6||Cover blocks the effect&amp;lt;br /&amp;gt;[[Other_Abilities_(LWR)#Disoriented|&#039;&#039;&#039;Disorients&#039;&#039;&#039;]] enemies&amp;lt;br /&amp;gt;Does not affect robotic units&amp;lt;br /&amp;gt;Can&#039;t be equipped with Concussion Grenades||[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(4)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (LWR)#Support grenades|Mimic Beacon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Mimic Beacon]]&#039;&#039;&#039;||Psionic soldiers||-0.6||10||8||Spawns a beacon at the target location through 2 enemy turns&amp;lt;br /&amp;gt;Aliens must succeed a will check or move towards the beacon&amp;lt;br /&amp;gt;The will check&#039;s difficulty scales with the throwing soldier&#039;s will&amp;lt;br /&amp;gt;Does not affect allies or robotic units||[[Research (LWR)#Xenology|Alien Communications]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(30)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility devices===&lt;br /&gt;
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges.&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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]&#039;&#039;&#039;||Scouts|| ||7.5||11.2||Spawns a battle scanner at the target location through 2 enemy turns&amp;lt;br&amp;gt;Grants +5 aim against any enemy within the area&amp;lt;br /&amp;gt;Reveals the area, including stealthed units||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:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Medikit]]&#039;&#039;&#039;||All soldiers||-0.6||1.8||Single Target||Can be used on self or nearby soldier to remove acid and heal 3 HP&amp;lt;br /&amp;gt;Can be used to stabilize a critically wounded soldier&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Field Medic perk||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:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Combat Stims]]&#039;&#039;&#039;||All soldiers||-0.6||Self||Self||Use on self (0 AP cost) to become [[Other_Abilities_(LWR)#Stimmed|&#039;&#039;&#039;Stimmed&#039;&#039;&#039;]] for 4 turns&amp;lt;br /&amp;gt;||[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Elerium Emitter]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Elerium Emitter]]&#039;&#039;&#039;||Psionic soldiers|| ||5||0.48||3 charges&amp;lt;br&amp;gt;Grants +2 damage resistance to the carrier&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealths&#039;&#039;&#039; a friendly unit through 1 enemy turn&amp;lt;br /&amp;gt;Does not affect enemies, panicked units, or units with the Concealment perk||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(45)||15 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV equipment==&lt;br /&gt;
&lt;br /&gt;
Mechanized units have a lot of versatility. A lot of that versatility comes from the items listed below.&lt;br /&gt;
&lt;br /&gt;
Note that none of these items can be equipped more than once, but MECs and SHIVs can equip several of the items listed above for regular soldiers.&lt;br /&gt;
&lt;br /&gt;
=== MEC and SHIV ===&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; {{Usable by (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; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|Ammo Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Ammo Module]]&#039;&#039;&#039;||MECs&amp;lt;br /&amp;gt;SHIVs||-0.6|| || || || ||Grants +1 ammo|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]&#039;&#039;&#039;||MECs&amp;lt;br /&amp;gt;SHIVs|| ||+5|| || || ||Can&#039;t be equipped with Core Armoring||[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||28&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Core Armoring Long War.png|128px|link=Equipment (LWR)#MEC equipment|Core Armoring]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Core Armoring]]&#039;&#039;&#039;||MECs&amp;lt;br /&amp;gt;SHIVs||-0.6||+4|| || || ||Grants +2 damage resistance&amp;lt;br&amp;gt;Can&#039;t be equipped with Alloy Carbide Plating||[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Computer Long War.png|128px|link=Equipment (LWR)#MEC equipment|Battle Computer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Battle Computer]]&#039;&#039;&#039;||MECs&amp;lt;br /&amp;gt;SHIVs||-0.6|| ||+10||+10||+10|| ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(38)||1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MEC Only ===&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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Incinerator Module]]&#039;&#039;&#039;||MECs|| ||Grants +1 charge to the [[Weapons (LWR)#MEC secondary weapons|Flamethrower]]&amp;lt;br&amp;gt;Increases [[Weapons (LWR)#MEC secondary weapons|Flamethrower]] damage by 5||[[Research (LWR)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|The Thumper]]&#039;&#039;&#039;||MECs|| ||Increases [[Secondary Weapons (LWR)#MEC secondary weapons|Kinetic Strike Module]] penetration by 10||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SHIV Only ===&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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Motion Tracker Long War.png|128px|link=Equipment (LWR)#SHIV modules|Motion Tracker]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Motion Tracker]]&#039;&#039;&#039;||SHIVs|| || || ||1 charge (2 with Elerium Batteries)&amp;lt;br&amp;gt;When used, displays a 25 tile radius radar&amp;lt;br&amp;gt; &#039;&#039;&#039;Blue&#039;&#039;&#039;: XCOM, &#039;&#039;&#039;White&#039;&#039;&#039;: Civilians, &#039;&#039;&#039;Red&#039;&#039;&#039;: Enemies, &#039;&#039;&#039;Yellow&#039;&#039;&#039;: Meld, &#039;&#039;&#039;Green&#039;&#039;&#039;: Bombs/Nodes&amp;lt;br&amp;gt;Can display cloaked units|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autoloader Long War.png|128px|link=Equipment (LWR)#SHIV modules|Targeting Motor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Targeting Motor]]&#039;&#039;&#039;||SHIVs|| ||+10||{{ Mayhem (LWR) }}|| ||[[Foundry (LWR)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Holo Targeter Long War.png|128px|link=Equipment (LWR)#SHIV modules|Holo Charger]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Holo Charger]]&#039;&#039;&#039;||SHIVs||-0.6|| ||{{ Holo Rounds (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Drone Autopsy]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]&#039;&#039;&#039;||SHIVs|| ||+10||{{ Predictive Tracking (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smartshell Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Smartshell Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Smartshell Pod]]&#039;&#039;&#039;||SHIVs|| ||+10||{{ Flush (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Damage Control Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Shielding Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Shielding Pod]]&#039;&#039;&#039;||SHIVs|| || ||{{ Absorption Fields (LWR) }}|| ||[[Research (LWR)#Alien Interrogations|Muton Interrogation]]&amp;lt;br&amp;gt;New Combat Systems||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (LWR)#SHIV modules|AutoSentry Turret]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|AutoSentry Turret]]&#039;&#039;&#039;||SHIVs|| || ||{{ Reactive Targeting Sensors (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (LWR)#SHIV modules|Weapon Supercooler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Weapon Supercooler]]&#039;&#039;&#039;||SHIVs||-0.6|| ||{{ Light &#039;Em Up (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Elerium Turbos]]&#039;&#039;&#039;||SHIVs||+2.5|| || || ||[[Research (LWR)#Materials and Aerospace|Elerium]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|16&amp;lt;br /&amp;gt;(24)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||12&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>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(LWR)&amp;diff=98817</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=98817"/>
		<updated>2020-12-02T13:25:36Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* List of Second Wave Options */ Clarify what campaign length means&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 &#039;&#039;`SetMedalPowerA 3&#039;&#039; to toggle &#039;&#039;Predictable Potential&#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; | Weapons have much wider range of damage.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px; width: 43%&amp;quot; | Rolls [[Damage_(LWR)#Travel_Damage|damage randomization]] twice.&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; | [[Second Wave (EU2012)#New_Economy|Same as in 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 attributes (including unique soldiers) are fixed at the averages of soldiers&#039; typical ranges with +5 will.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Overrides Balanced Soldiers (#31). 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; | Predictable Potential&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Promotion stat gains are non-random.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Replaces Hidden Potential, as that feature is now enabled by default.&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; | Training Roulette&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Each soldier&#039;s training tree will be partially randomly generated.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Does not affect MEC Troopers. Does not affect the initial preset soldiers unless Fresh Recruits (#33) is activated.&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; | Save Scum&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Loading a saved game will reset the random number seed.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]].&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. Cancels out Damage Roulette (#0).&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Replaces Red Fog, as that feature is now enabled by default. Red Fog can be disabled with Just a Flesh Wound (#34).&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; | Unchanged from Vanilla EW.&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; | Overall campaign length halved (as measured in number of missions, not calendar time). &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; | Overall campaign length doubled (as measured in number of missions, not calendar time). When combined with Not So Long War (#8), campaign length tripled instead. &lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | &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; | All XCOM units gain +25% hit chance in all cases&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as Cinematic Mode in Long War, but now provides +25 aim by default.&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; | Air Domination&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | XCOM aircraft gain +100% fire rate.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Replaces Diminishing Returns. This option allows greater control over air game difficulty.&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; | Wear and Tear&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Items carried by soldiers will sometimes wear out after missions, even if the soldier isn&#039;t injured.||&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; | Itchy Trigger Tentacle&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch on all missions.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as Long War.&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 over time.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Funding drops from 130% 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 missions via Pause menu in Ironman mode.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as Long War.&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; | Ease Into It&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | The first mission consists of only 10 sectoids.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Occurs regardless of difficulty.&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 Long War.&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; | Mind Hates Matter&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Genetically modified soldiers cannot undergo psi testing, and vice versa.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as Long War.&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; | Hidden Trees&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | You cannot see perk options for ranks a given soldier has not attained.||&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;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 some alien missions.||&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; | The Friendly Skies&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Your interceptors gain +25% hit chance during air combat.||&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; | We Are Legion&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Use 2 additional soldiers on Exalt covert op extraction and Exalt data recovery missions||&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; | Defective Outsiders&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Outsiders no longer gain attributes from the &amp;quot;Growth&amp;quot; perk.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Replaces Miracle Workers.&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; | Quick and Dirty&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Decreases the number of aliens on most missions by 40%&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | This value can be changed in DefaultGameCore.ini.&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; | Hidden Chances&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Enemy to-hit values will be hidden.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Replaces Perfect Information, as that feature is now enabled by default.&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;
| style=&amp;quot;text-align: center;&amp;quot; | 30 &lt;br /&gt;
| style=&amp;quot;text-align: center; padding: 10px 15px;&amp;quot; | Sturdier UFOs&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | UFOs (except fighters/destroyers) will always spawn a crash mission and never be destroyed in the air.||&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; | Balanced Soldiers&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | New recruit attributes are balanced instead of fully randomized. Does not affect unique soldiers.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Similar to Long War where no recruit is clearly superior to another. Weighting of attributes: Mobility = 8, HP = 4, Aim = 2, Will = 1.&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;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 15 intial preset soldiers with random recruits. Similar to Long War.||&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 units degrades their aim and will by 1-35, melee damage by 1-70%, throw range by 1-35%, flat DR by 1-50%, mobility by 1-6, and increases scatter by 1-100%.&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 increased to 7 days.&lt;br /&gt;
| style=&amp;quot;padding: 10px 15px;&amp;quot; | Same as how fatigue worked in Long War.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=98814</id>
		<title>UFOs (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=98814"/>
		<updated>2020-12-01T21:40:45Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Link to terror pods&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;
== Detecting UFOs ==&lt;br /&gt;
&lt;br /&gt;
Each satellite in a country will detect all UFOs that enter that country. &lt;br /&gt;
&lt;br /&gt;
UFOs above countries without satellite coverage can still be detected by XCOM aircraft positioned in the continent which contains that country. The chance of an aircraft detecting a UFO in a country without a satellite is 7% per aircraft (can be increased to 14% per aircraft with the UFO Tracking foundry project). With a maximum of 6 aircraft per continent this chance maxes out at 42% (or 84% with UFO Tracking).&lt;br /&gt;
&lt;br /&gt;
== UFO Equipment ==&lt;br /&gt;
&lt;br /&gt;
Crashed UFOs will have some their equipment damaged. This is represented by a flat black scar left where the equipment used to be. As well, explosives and other environmental damage can destroy UFO equipment that was not damaged in the crash. Landed UFOs will start the mission with all their UFO equipment intact, but it can still be damaged during the tactical battle.&lt;br /&gt;
&lt;br /&gt;
The chance for each artifact to remain intact is 20-50%:&lt;br /&gt;
*UFO Power Source Cylinder: 20%&lt;br /&gt;
*Stasis Capsule: 30%&lt;br /&gt;
*Alien Surgery: 30%&lt;br /&gt;
*UFO Computer: 50%&lt;br /&gt;
*Alien Food and Entertainment: 50%&lt;br /&gt;
 If the UFO is shot down and the final hit was from an EMP Cannon, all chances for artifacts to remain intact are additively increased by 50% (to 70-100%).&lt;br /&gt;
&lt;br /&gt;
Each Power Source &#039;&#039;&#039;Cylinder&#039;&#039;&#039; on a UFO contains multiple (1-3) &#039;&#039;&#039;UFO Power Sources&#039;&#039;&#039;. So you may acquire up to 3 from a Scout and up to 12 from a Battleship. All other UFO equipment is acquired on a 1:1 basis from what you see on the tactical map. Damaging a Power Source Cylinder will damage all (1-3) of the UFO Power Sources inside. &lt;br /&gt;
&lt;br /&gt;
Each intact UFO Power Source &#039;&#039;&#039;Cylinder&#039;&#039;&#039; yields 40 elerium (modified by difficulty and campaign length).&lt;br /&gt;
&lt;br /&gt;
[[File:UFOPowerSourceCylinder.png|200px]]&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 (800 + 50%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1-3x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Research, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-16, +2/4/6 aliens on Classic/Brutal/Impossible, a command pod of 1 outsider (before May) / 2 outsiders (after April)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troop Level Boost&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These will likely be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmored and lightly armed, but fast moving, meaning that the interception window is smaller. Although they give less in terms of alloys and elerium, they offer a great opportunity to train up rookie soldiers and get alien captures. The scouts gain a lot of health each alien level up so they can become quite durable in the later game.&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:146px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 6):&#039;&#039;&#039; Moderate (2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (400 + 50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (75% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1-3x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: Will never land or be shot down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and can be recognized by a purple strobe emanating from their blip. They have much less health but are armored. This makes &#039;&#039;Stingray Missiles&#039;&#039; the optimal choice in the early months. A Fighter in high orbit will be targeting your satellites, so aggressively engage it with [[Air Combat (Long War)#Interceptor Weapons|Stingrays]] or [[Air Combat (Long War)#Interceptor 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 (4000 + 20%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0% DR)&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;: 2-6x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Research, Harvest, Hunt&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-19, +2/4/6 aliens on Classic/Brutal/Impossible, +1 command pod of 3-4 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs may start appearing during the latter half of the first month. 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 (Long War)#Interceptor Weapons|Avalanche]] and [[Air Combat (Long War)#Interceptor Weapons|Stingray]] Missiles work effectively against this UFO, though Stingrays are more variable and deal less damage. Raiders are a good way to gather Alloys and Elerium.&lt;br /&gt;
&lt;br /&gt;
Medium UFOs will have onboard aliens that are 1 level higher than the player normally encounters. As well, alien leaders will be 1 level higher than normal, at least. Expect more difficult aliens on these missions. This is reflected in the UFO description in geoscape saying, e.g., &#039;Raider - Level 1(2)&#039; if the alien level is 1 and the boost to alien soldiers and leaders brings them to level 2. If the [[Alien_Life_Forms_(LWR)#Leaders_and_Leader_Levels|leaders]] are additionally boosted on top of that, a plus sign appears in the description.&lt;br /&gt;
&lt;br /&gt;
===Destroyer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 5):&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (1500 +20%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (75% DR)&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;: 4-12x UFO Power Sources, 4x UFO Flight Computers&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 during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is armored, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or EMP Cannon should be used if available. Interceptor Upgrade Projects are useful to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be destroyed for alien materials to be salvaged by the military forces of the affected country, resulting in an award to XCOM, too.&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (4000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (125% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4-12x 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;: 1 Ethereal, 1 Sectopod + 1 Drone, 2x4 Muton Elites, 3 Outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Overseer is difficult to take down and will likely require multiple interceptors with EMPs or stronger. Firestorms are recommended due to the high damage output.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. &lt;br /&gt;
&lt;br /&gt;
Overseers never land and cannot be destroyed in air combat (they will always be shot down instead).&lt;br /&gt;
&lt;br /&gt;
==Large UFOs==&lt;br /&gt;
===Abductor===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (12000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (225% DR)&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;: 2-6x 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;: 10-18, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country. They are almost impossible to take down due to their incredible armor.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on [[Alien Missions (Long War)#Bomb|bombing runs]] over cities. Abductors are almost exclusively used for either Abduction or Research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the Abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so you may not have time to send two sorties.&lt;br /&gt;
&lt;br /&gt;
===Harvester===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (8000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (100% DR)&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;: 2-6x 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;: Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-18, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly and be very difficult to take down. You&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain a lot resources, as well as disrupt alien research, slowing down alien level ups.&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (14000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (150% DR)&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;: 4-12x 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;: 11-20, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This UFO is a tough ship to take down. It has even heavier armor than the Harvester. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, even more so than assaulting Harvesters, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
===Terror Ship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (10000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (125% DR)&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;: 4-12x 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;: 11-20, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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 (Long War)#Assault Carrier|Assault Carrier]]. Terror Ships that land, on the other hand, are doing [[Alien Missions (Long War)#Research|Research]] missions, and can be assaulted for their valuable rewards.&lt;br /&gt;
&lt;br /&gt;
==Very Large UFOs==&lt;br /&gt;
===Battleship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Extremely High (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (20000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (175% DR)&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;: 4-12x 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;: Scout, Hunt, Bomb, Infiltrate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-22, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 6-7 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored and packed to the teeth with weaponry. They sometimes spawn as lead guards for Terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max Foundry upgrades and modules. Once you&#039;ve downed one, you can use the [[Alien Artifacts (Long War)#Alien devices|Fusion Cores]] to build [[Air Combat (Long War)#Interceptor Weapons|Fusion Lances]] to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down Battleships.&lt;br /&gt;
&lt;br /&gt;
The aliens on these ships are high level and will have some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
===Assault Carrier===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 11):&#039;&#039;&#039; Very High (2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (20000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (200% DR)&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;: 4-12x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Terrorize, Retaliate, Research&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-22, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 6-7 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower but more durability. Engage it as you would a Battleship.&lt;br /&gt;
&lt;br /&gt;
Just like the Battleship, the aliens aboard are high level and you should expect to face some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
==UFO Weapons==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Weapon &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Hit Chance (%)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Fire Rate (s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Potential (dmg/s)&lt;br /&gt;
! width=&amp;quot;16%&amp;quot; | Average Realized (dmg/s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Penetration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 40 || 1.0 || 350 || 350 || 140 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 40 || 2.0 || 1500 || 750 || 300 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance || 50 || 3.0 || 5000 || 1667 || 833 || 150&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>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=98813</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=98813"/>
		<updated>2020-12-01T21:36:17Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Chryssalid */ Link to terror pods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File:LWRthinman.png|right|500px]]&lt;br /&gt;
==Alien Pods==&lt;br /&gt;
&lt;br /&gt;
===Pod Composition===&lt;br /&gt;
Pods are typically comprised of one &#039;&#039;&#039;Squad Leader&#039;&#039;&#039; (often possessed with noticeably more stats and perks) &amp;amp; several regular troopers whose type is related to the leader and who have a chance to receive various upgrades dependent upon [[Alien_Level_(LWR)|Alien Level]]. Later in the game, bosses with noticeably larger models and massive HP pools make an appearance in missions.&lt;br /&gt;
&lt;br /&gt;
Pod composition is dependent upon the leader, with leaders tending to contain supporting troopers of the same or lesser type. For instance, [[Alien_Life_Forms_(LWR)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]], whose [[Abilities_List_(LWR)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful Psi Shield, while [[Alien_Life_Forms_(LWR)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(LWR)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(LWR)#ThinMan|Thinmen]] or [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]] only contain units of the same type as the leader. The quantity of aliens in a pod is dependent upon overall [[Alien_Level_(LWR)|Alien Level]] as well as the total number of aliens on mission; pods are rolled randomly and random numbers of aliens are added to said pods until all available units have been assigned. The number of aliens on missions is slightly influenced by [[Alien_Resources_(LWR)|Alien Resources]].&lt;br /&gt;
&lt;br /&gt;
===Pod Behaviour===&lt;br /&gt;
&lt;br /&gt;
All pods begin not activated, that is, aliens move or stay together and don&#039;t attempt to take cover or shoot XCOM soldiers (though they may shoot civilians, if any). An exception is drop-in pods, arriving during a mission, which activate immediately upon arrival if they see any XCOM soldier, but may activate or not, randomly, otherwise. Activation can&#039;t ever be undone, even if line of sight to XCOM soldiers is completely broken. XCOM is aware of every activation, with a close-up scene playing, even if none of the pod aliens are seen by soldiers. Upon activation, a pod [[Other_Abilities_(LWR)#Scamper|scampers]], which may cause &#039;&#039;&#039;chain activation&#039;&#039;&#039; of other pods in the area.&lt;br /&gt;
&lt;br /&gt;
A pod activates immediately if and only if &amp;lt;sup&amp;gt;please verify and correct&amp;lt;/sup&amp;gt; any of its members at any point in time: sees an XCOM soldier (but the reverse visibility doesn&#039;t matter) or a mimic beackon, sees another activated alien, notices a corpse of an alien killed during the mission (but not as the result of air combat), is significantly affected by anybody (direct hit, explosive damage including friendly fire, suppression, holo, etc., but not battle scanner), is shot at and missed. Note that unactivated pods are &#039;&#039;&#039;not&#039;&#039;&#039; activated by aliens calling for help nor by bumping into other unactivated pods.  &lt;br /&gt;
&lt;br /&gt;
While members of an activated pod do not coordinate among themselves any better than disparate aliens from different pods would, there is one significant mechanic which is pod-dependent: &#039;&#039;&#039;retreat mode&#039;&#039;&#039;. If a large portion of aliens of a given pod are destroyed (usually all but 1-3, depending on the original size), the surviving members of the pod will begin to fall back, retreating out of sight of XCOM and toward good cover or other, unactivated pods. The aliens will remain in retreat mode at least until they can see XCOM again, though destroying more units from the pod is sufficient to resume the retreat. Aliens entering into retreat mode will be identified by visual and auditory cues; the camera will pan toward the alien shouting or talking, and one of your soldiers will mention that they&#039;re falling back. Note that retreating aliens never call for help, but they activate any pods they run into all the same, see &#039;&#039;&#039;chain activation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Conversely, if XCOM is pushed back and out of sight of the aliens, they&#039;ll call for reinforcements to hunt XCOM soldiers down. In general, if active aliens exist on the map, aren&#039;t in retreat mode, and none of them has any XCOM operatives in sight range at the end of the aliens turn, they&#039;ll call all unactivated pods on the map (aside from the Command Pod, if any) to help them hunt down XCOM. Each unactivated pod will begin moving toward XCOMs current location inexorably, will activate at some point in a normal way and attack the soldiers, and short of retreating or being wiped out, the only possibility left for XCOM is to defeat all such enemies.&lt;br /&gt;
&lt;br /&gt;
===Pod Size &amp;amp; Distribution===&lt;br /&gt;
&lt;br /&gt;
Pods have a number of aliens that are directly dependent upon current [[Alien_Level_(LWR)|Alien Level]]:&lt;br /&gt;
&lt;br /&gt;
* Small (Alien Level 1+): 2-4 aliens per pod&lt;br /&gt;
* Medium (Alien Level 3+): 3-6 aliens per pod&lt;br /&gt;
* Large (Alien Level 6+): 4-8 aliens per pod&lt;br /&gt;
&lt;br /&gt;
While increases in pod sizes do not necessarily lead to more aliens on missions, extra aliens rolled that can&#039;t fit into any available pod are discarded. This has the largest effect during early Large UFOs, which typically call for way more aliens than can fit in their Small Pods. To partially compensate, missions taking place while pod sizes are small typically get an extra pod or two to work with. Larger pod sizes &#039;&#039;typically&#039;&#039; means the same amount of aliens overall, just compacted into less pods.&lt;br /&gt;
&lt;br /&gt;
The number of aliens on every mission is restricted to between 3 x Num_pods to 8 x Num_pods, and a minimum of 6 aliens.&lt;br /&gt;
&lt;br /&gt;
===Pod Types===&lt;br /&gt;
&lt;br /&gt;
Pods come in three basic types: Soldier Pods, Terror Pods, and Command Pods. Soldier pods pull from a pool of most aliens and comprise the vast majority of pods encountered on all missions; Terror Pods pull from a slightly different pool. Command Pods only appear in UFOs and have relatively rigid compositions. Lastly, for [[Covert_Operations_(LWR)|Covert Operations]], Exalt have special mechanics which govern the quantity and size of their pods. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldier&#039;&#039;&#039; Pods: Soldier Pods are the most common type of pod, appearing as the majority pod type in every mission except [[Missions_(LWR)#Terror_Site|Terror Sites]] &amp;amp; [[Covert_Operations_(LWR)|Covert Operations]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terror&#039;&#039;&#039; Pods: Terror pods are a special type of pod that only appear in [[Missions_(LWR)#Terror_Site|Terror Sites]], [[UFOs_(LWR)#Large_UFOs|Large UFOs]], [[Missions_(LWR)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(LWR)#Retaliate|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens and are the only pod which contains Chryssalids and Zombies, which in turn occur only in terror pods, at any level. Exalt also make an appearance in later months.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command&#039;&#039;&#039; Pods: UFOs additionally have a special pod called the Command Pod which contains a fixed number of aliens based on UFO type. They consist entirely of [[Alien_Life_Forms_(LWR)#Outsider|Outsiders]]. Larger UFOs can contain multiple Command Pods. Be warned: if a Command Pod spots XCOM and activates, it will immediately call all remaining alien forces on the map to its current location; this makes an early engagement against the command pod a risky affair.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EXALT&#039;&#039;&#039; Pods: While EXALT have a chance of appearing in Terror Pods, they appear most often in [[Covert_Operations_(LWR)|Covert Operations]]. All covert operations include drop ins of lone EXALT operatives who may or may not appear in cover and may or may not overwatch (Note: On Normal and Classic difficulty they will never overwatch).&lt;br /&gt;
&lt;br /&gt;
==Alien Appearances==&lt;br /&gt;
&lt;br /&gt;
Each pod created in the game has a chance to consist of different alien types. This changes the higher the Alien Level is (based on accumulated alien research). Below are the Alien Appearance Tables that describes the chance each alien has of appearing at each Alien Level.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Alien Appearance Weightings&#039;&#039;&#039; table, the number in brackets beside each alien type is their relative weighting.  As an example, at Alien Level 3, the chance a pod will be a seeker pod is: (9 + 1) / (10 + 3 + 1 + 1 + 9 + 9 + 1 + 1 + 14 + 9 + 1) = 10 / 59 = 0.169. So each pod will have a ~17% chance of being a seeker pod at Alien Level 3. You can see all the calculated appearance chances in the &#039;&#039;&#039;Alien Appearance Chances&#039;&#039;&#039; table.&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Weightings===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #fff; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Weightings&lt;br /&gt;
|-  &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Cumulative Weighting&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Relative Weighting)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 1&#039;&#039;&#039; || 15 || Sectoid (10) || Drone (3) || Thinman (1) || Floater (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 2&#039;&#039;&#039; || 35 || Floater (9) || Thinman (9) || Muton (1) || Seeker (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 3&#039;&#039;&#039; || 59 || Muton (14) || Seeker (9) || Cyberdisc (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 4&#039;&#039;&#039; || 75 || Cyberdisc (14) || Mecthoid (1) || Berserker (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 5&#039;&#039;&#039; || 105 || Mechtoid (14) || Berserker (14) || Sectoid Commander (2)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 6&#039;&#039;&#039; || 137 || Sectoid Commander (28) || Heavy Floater (2) || Muton Elite (2)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 7&#039;&#039;&#039; || 216 || Muton Elite (38) || Heavy Floater (38) || Sectopod (3)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 8&#039;&#039;&#039; || 276 || Sectopod (57) || Ethereal (3)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 9&#039;&#039;&#039; || 303 || Ethereal (27)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 10&#039;&#039;&#039; || 333 ||Ethereal (30)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Chances===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;17&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Chances&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Chance to Appear) -- rounded to nearest percentage&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 1&lt;br /&gt;
| &#039;&#039;&#039;Sectoid&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 67%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Drone&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 2&lt;br /&gt;
| Sectoid / &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 29%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039; / &#039;&#039;&#039;Seeker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 3&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 24%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seeker&#039;&#039;&#039; / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 17%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 4&lt;br /&gt;
| &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039; / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thiman / Floater &lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 4%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 5&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039; / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 6&lt;br /&gt;
| &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 22%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; / &#039;&#039;&#039;Muton Elite&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 7&lt;br /&gt;
| &#039;&#039;&#039;Muton Elite&#039;&#039;&#039; / &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 18%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 8&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 22%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 4%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 9&lt;br /&gt;
| Sectopod&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 13%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 10&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039; / Sectopod&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 18%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 12%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leaders and Leader Levels ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;percent chance for an Alien Leader&#039;&#039;&#039; to appear in each pod is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 480px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Percent chance for Alien Leader&#039;&#039;&#039;: 25 + 5 x &#039;&#039;&#039;Alien level&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 725px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;Certain scripted missions will dictate alien leader chances outside of this formula.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The formula to determine &#039;&#039;&#039;Leader Level&#039;&#039;&#039; is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Leader Level&#039;&#039;&#039; = Clamp(1 + Rand(&#039;&#039;&#039;Alien Level&#039;&#039;&#039; / 2) + UFO Size Bonus + Alien Aggression Bonus, 1, 8)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 970px;&amp;quot;&amp;gt;&lt;br /&gt;
 After determining leader level there is a 10% chance to gain +1 level which could produce a leader level of 9 (max).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 650px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;Certain scripted missions will dictate alien levels outside of this formula&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UFO Size Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Medium: +1 leader level&lt;br /&gt;
*Large: +2 leader levels&lt;br /&gt;
*Extra Large: +3 leader levels&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Aggression Bonus:&#039;&#039;&#039;&lt;br /&gt;
*75+%: +1 leader level&lt;br /&gt;
*100%: +2 leader levels&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Aliens leaders have purple HP and are identified in the HUD by a special icon. Max level alien leaders have gold HP.&lt;br /&gt;
&lt;br /&gt;
==Alien Types==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psionic Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance.&lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown. &lt;br /&gt;
&lt;br /&gt;
Sectoid squad leaders get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to double their damage output. This makes them significantly more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=5 | base-damage=3 | base-aim=40 | base-will=30 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.3 | boost-hp=+2 | boost-damage=+0.5 | boost-aim=+4 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+1.2 | final-hp=+2 | final-damage=+2 | final-aim=+16 | final-will=+40 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Sectoid Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Sectoid Executioner | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Sectoid Shadow | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+5 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+70 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks (especially the early leader Assault Drones).&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant light cover from flying with damage reduction and ability to mutually repair can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=6.2 |base-hp=2 | base-damage=3 | base-aim=60 | base-will=0 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Master Mechanic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Master Mechanic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+1 | boost-damage=+1 | boost-aim=+3 | boost-will=0 | boost-defense=0 | boost-dr=+0.2 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+1 | final-damage=+4 | final-aim=+12 | final-will=0 | final-defense=0| final-dr=+0.2 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+3 | rank2-hp=+5 | rank2-aim=+10 | rank2-will=0 &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+5 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=0 &lt;br /&gt;
|rank4-name=Omega Drone | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+55 | rank4-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thinman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thinmen&#039;&#039;&#039; have high mobility, mediocre aim, and low will. The can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a corrosion effect that lowers aim and mobility by 20%, removes flat DR, and prevents passive healing for the remainder of the battle. &lt;br /&gt;
&lt;br /&gt;
Thinmen also have the &#039;&#039;Snapshot&#039;&#039; ability, making overwatch ineffective against their shots. While overwatch is still effective against them if they move, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Council missions tend to have disproportionally high numbers of thinmen -- it is advised to bring ample medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Weapon Fragment&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.7|base-hp=6 | base-damage=6 | base-aim=60 | base-will=35 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_LEAP.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Leap|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+6 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+3 | final-damage=+4 | final-aim=+24 | final-will=+10 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Thin Man Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+4 | rank1-aim=+10 | rank1-will=+12 &lt;br /&gt;
| rank2-name=Whisper | rank2-level=3 | rank2-damage=+3 | rank2-hp=+8 | rank2-aim=+20 | rank2-will=+27 &lt;br /&gt;
| rank3-name=Sidewinder | rank3-level=6 | rank3-damage=+5 | rank3-hp=+18 | rank3-aim=+30 | rank3-will=+42 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+7 | rank4-hp=+28 | rank4-aim=+50 | rank4-will=+52 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shadowstep|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shadowstep&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Mimetic Skin Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Concealment|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Concealment&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Urban Combat Badge 2 (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sharpshooter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; ability, granting them +15 defense while in flight or in cover. This makes them quite elusive. They also get +20 bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=7 | base-damage=6 | base-aim=60 | base-will=15 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+3 | boost-damage=+1 | boost-aim=+4 | boost-will=+6 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+3 | final-damage=+4 | final-aim=+16 | final-will=+24 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Floater Sentry | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+18 &lt;br /&gt;
| rank3-name=Floater Reaver | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=+28&lt;br /&gt;
| rank4-name=Reaver Lord | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+60 | rank4-will=+38 &lt;br /&gt;
| rank1-perks=[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]], [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank2-perks=[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Rapid Reaction|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Rapid Reaction&amp;lt;/span&amp;gt;]], [[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]], [[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank3-perks=[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]], [[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]], [[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]], [[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank4-perks=[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]], [[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have the [[Abilities_List_(LWR)#Close_Combat_Specialist|Close Combat Specialist]] perk, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will be much more common, sometimes appearing in large groups. They will occasionally patrol and are not always found in the command room.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=6.2 |base-hp=8 | base-damage=5 | base-aim=55 | base-will=50 | base-defense=0 | base-dr=1&amp;lt;br&amp;gt;+2 Regen | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Defenders Medal 2 (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Growth|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Growth&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Muscle Fiber Density|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Muscle Fiber Density&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:BATTLEFATIGUE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Adaptive Bone Marrow&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Neural Damping Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Neural Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Neural Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER_DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+2 | boost-aim=+8 | boost-will=+110 | boost-defense=0| boost-dr=+0.5&amp;lt;br&amp;gt;+1 Regen | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+3 | final-damage=+8 | final-aim=+32 | final-will=+440 | final-defense=0| final-dr=+0.5&amp;lt;br&amp;gt;+4 Regen | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Outsider Navigator | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+20 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Outsider Engineer | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+30 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Outsider Old Guard | rank3-level=5 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+40 | rank3-will=+30 &lt;br /&gt;
|rank4-name=Outsider Pioneer | rank4-level=7 | rank4-damage=+4 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+40 &lt;br /&gt;
|rank5-name=Outsider Champion | rank5-level=9 | rank5-damage=+5 | rank5-hp=+40 | rank5-aim=+60 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive_Bone_Marrow_Gene_Mod_(EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Brawler|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Brawler&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank5-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also deal significant damage and will corrode any unit they hit, meaning you should attempt to kill them before they can get too close. They occur only in [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], at any level.&lt;br /&gt;
&lt;br /&gt;
Explosives remain an effective counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and are difficult to hit with most weapons. Similarly, Concussion Grenades can debilitate a whole group of Chryssalids by reducing their mobility -- this means they won&#039;t be able to move and attack any units on the next turn if there are no units close to them. Chryssalids are immune to acid, so Acid Grenades won&#039;t reduce their mobility. A &#039;&#039;Close Combat&#039;&#039; Assault can frequently finish off weakened Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the &#039;&#039;Jellied Elerium&#039;&#039; upgrade) it can cause the Chryssalids to panic, and they may then run away from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=13.7 |base-hp=4 | base-damage=6 | base-aim=0 | base-will=20 | base-defense=30 | base-dr=0.5 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY STUN.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Stun Immune|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Stun Immune&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_LEAP.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Leap|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.8 | boost-hp=+4 | boost-damage=+3 | boost-aim=0 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+7.5 | final-hp=+4 | final-damage=+12 | final-aim=0 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Chryssalid Charger | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+5 &lt;br /&gt;
|rank2-name=Chryssalid Warrior | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=0 | rank2-will=+35 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+8 | rank3-hp=+15 | rank3-aim=0 | rank3-will=+45 &lt;br /&gt;
|rank4-name=Greater Hive Queen | rank4-level=9 | rank4-damage=+11 | rank4-hp=+35 | rank4-aim=0 | rank4-will=+65 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shadowstep|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shadowstep&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shock-Absorbent Armor&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=12 | base-damage=5 | base-aim=0 | base-will=0 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY STUN.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Stun Immune|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Stun Immune&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+5 | boost-damage=+2 | boost-aim=0 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+5 | final-damage=+8 | final-aim=0 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and gaining +2 DR when strangling. Each turn the incapacitated units that are being strangled will be shredded and take over half their remaining health in direct damage. It is advised to try to kill them before they strangle as it can be difficult to remove them when strangling due to their increased resiliency.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners and the Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible Seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=6 | base-damage=3 | base-aim=50 | base-will=0 | base-defense=0 | base-dr=1 (3 when strangling) | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=4, 6, 8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+2 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+4 | final-damage=+4 | final-aim=+8 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=0 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+1 | rank2-hp=+14 | rank2-aim=+18 | rank2-will=0 &lt;br /&gt;
|rank3-name=Battle Wraith | rank3-level=6 | rank3-damage=+2 | rank3-hp=+24 | rank3-aim=+26 | rank3-will=0 &lt;br /&gt;
|rank4-name=Hydra | rank4-level=9 | rank4-damage=+3 | rank4-hp=+34 | rank4-aim=+46 | rank4-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSEPERSONAL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Encounters|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Encounters&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR when protected by cover. They start with Alien Carbines and later upgrade to Alien Rifles. &lt;br /&gt;
&lt;br /&gt;
Muton leaders have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them defense and crit resistance against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies in range, including double mobility. This can catch an unwary player off guard as a Muton moves many tiles to flank one of their soldiers.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or even retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Weapon Fragment&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=10 | base-damage=6 (upgrade: 8) | base-aim=60 | base-will=10 | base-defense=0 | base-dr=0.5 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT KILLERINSTINCT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tenacious Defense|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tenacious Defense&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=4, 6, 8, 10, 12, 14 | boost-mobility=0 | boost-hp=+4 | boost-damage=+1 | boost-aim=+5 | boost-will=+6 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+4 | final-aim=+20 | final-will=+24 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Muton Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+20 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Muton Sentry | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+25 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Muton Centurion | rank3-level=6 | rank3-damage=+4 | rank3-hp=+30 | rank3-aim=+35 | rank3-will=+40 &lt;br /&gt;
|rank4-name=Sargon | rank4-level=9 | rank4-damage=+6 | rank4-hp=+35 | rank4-aim=+60 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage. They can transform between open and closed states: their open state is required to act and their closed state will grant them hardened and +6 DR. If they take damage in their open state, they will automatically close. However, they must open in order to act. Thus, they are best dealt with through high damage single attacks (e.g. a Mayhem sniper) when open. &lt;br /&gt;
&lt;br /&gt;
Their movement range can take you off guard as it&#039;s close to that of a Chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply fire long-range explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10 |base-hp=18 | base-damage=10 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=1 (7 When Closed) | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Recon_LWR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened (When Closed)&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:FLASHBANG GRENADE ICON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#HEAT Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;HEAT Warheads&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+4 | boost-damage=+4 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+4 | final-damage=+16 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Cyberdisc Rover | rank1-level=1 | rank1-damage=0 | rank1-hp=+3 | rank1-aim=+5 | rank1-will=0 &lt;br /&gt;
|rank2-name=Cyberdisc Gunship | rank2-level=5 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+15 | rank2-will=0 &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+5 | rank3-hp=+23 | rank3-aim=+35 | rank3-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Chem Grenades are also useful as Mechtoids have a significant amount of flat DR and the corrosion will lower their accuracy.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health. As a result, it is ideal that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=20 | base-damage=10 | base-aim=70 | base-will=40 | base-defense=0 | base-dr=4 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MindMerge_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=+0.6 | boost-hp=+4 | boost-damage=+3 | boost-aim=+5 | boost-will=+10 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+4 | final-damage=+12 | final-aim=+20 | final-will=+40 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan Mechtoid | rank1-level=1 | rank1-damage=+2 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Leviathan Mechtoid | rank2-level=5 | rank2-damage=+4 | rank2-hp=+26 | rank2-aim=+20 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+6 | rank3-hp=+36 | rank3-aim=+30 | rank3-will=+90 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Reactive Targeting Sensors&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
|skill2-img=[[File:ALIEN BULLRUSH.png|24px]]&lt;br /&gt;
|skill2-text=Bull Rush&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear as Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Concussing a Berserker will reduce its movement range to well below Concussion throw range, so is a good way to neutralize a Berserker you&#039;re not ready to kill.&lt;br /&gt;
&lt;br /&gt;
Berserker Leaders have the &#039;&#039;Overpower&#039;&#039; ability, which grants them an overpowering aura. Non-SHIV XCOM units within their line of sight perform a will test against their will after each move or action taken. Failing this will test ends the unit&#039;s turn immediately. This means low will multi-action units are much less effective when there is a Berserker leader present. This can be countered with psionics, either by reducing their will or causing them to panic. Additionally, the &#039;&#039;Steadfast&#039;&#039; ability (can be gained by equipping an alien trophy) grants some resistance to being overpowered.&lt;br /&gt;
&lt;br /&gt;
Be careful staying in cover near a Berserker as it may encourage a &#039;&#039;Bull Rush&#039;&#039; attack, destroying the cover and dealing significant damage from range. This is doubly true if they have benefited from a blood call as their mobility will be quite extreme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10.6 |base-hp=16 | base-damage=14 | base-aim=60 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN BLOODLUST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Bloodlust|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Bloodlust&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN INTIMIDATE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Intimidate|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Intimidate&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Muscle Fiber Density|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Muscle Fiber Density&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+6 | boost-damage=+5 | boost-aim=0 | boost-will=+4 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+6 | final-damage=+20 | final-aim=0 | final-will=+16 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Alpha Berserker | rank1-level=1 | rank1-damage=+4 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+8 | rank2-hp=+15 | rank2-aim=0 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+12 | rank3-hp=+35 | rank3-aim=0 | rank3-will=+30 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_IMPLANT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Overpower|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Overpower&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shock-Absorbent Armor&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts, and a substantial step up in terms of difficulty. An unprepared player could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting, making them even more effective in their role. They all have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting multiple targets both +100 aim and +100 crit in addition to the +25 will and healing. They can also use &#039;&#039;Mind Control&#039;&#039; which will turn one of your soldiers against you.&lt;br /&gt;
&lt;br /&gt;
They also gain the &#039;&#039;Distortion&#039;&#039; ability which distorts reality around them, making non-psionic attacks deal 65% less damage against them, and granting nearby allies +10 defense. In addition, &#039;&#039;Distortion&#039;&#039; will prevent squadsight shots from being able to target them.&lt;br /&gt;
&lt;br /&gt;
Everything considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=14 | base-damage=7 | base-aim=60 | base-will=80 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:distortion_field_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Distortion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Distortion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER_GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+2 | boost-damage=+2 | boost-aim=+5 | boost-will=+30 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+2 | final-damage=+8 | final-aim=+20 | final-will=+80 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Sectoid Lieutenant Commander | rank1-level=1 | rank1-damage=+3 | rank1-hp=+4 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Sectoid Chief Commander | rank2-level=5 | rank2-damage=+5 | rank2-hp=+8 | rank2-aim=+40 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Great Reticulan | rank3-level=9 | rank3-damage=+8 | rank3-hp=+12 | rank3-aim=+60 | rank3-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill7-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
They also have &#039;&#039;Rapid Reaction&#039;&#039; granting them the ability to trigger overwatch against units they can&#039;t originally see, and do so 3x per turn.&lt;br /&gt;
&lt;br /&gt;
They also have &#039;&#039;Critical System Targeting&#039;&#039; and hit quite hard (often with high aim due to elevation), so tanking their shots with mechanical units is quite costly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.7 |base-hp=20 | base-damage=8 | base-aim=80 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Rapid Reaction|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Rapid Reaction&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+5 | boost-damage=+2 | boost-aim=+5 | boost-will=+6 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+5 | final-damage=+8 | final-aim=+20 | final-will=+24 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Aircobra | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+20 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+6 | rank3-hp=+25 | rank3-aim=+40 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSEPERSONAL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Encounters|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Encounters&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY MAYHEM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Mayhem|&amp;lt;span style=&amp;quot;color:#333;font-size:0.9em;&amp;quot;&amp;gt;Mayhem&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are looking similar to Mutons, but with a red armor and a helmet.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;. Their leaders have the &#039;&#039;Shredder&#039;&#039; ability which means your units should take care to avoid their shots.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=30 | base-damage=10 | base-aim=80 | base-will=30 | base-defense=0 | base-dr=2 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT KILLERINSTINCT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tenacious Defense|&amp;lt;span style=&amp;quot;color:#333;font-size:0.9em;&amp;quot;&amp;gt;Tenacious Defense&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=8, 10, 12, 14 | boost-mobility=+0.6 | boost-hp=+5 | boost-damage=+3 | boost-aim=+8 | boost-will=+6 | boost-defense=0 | boost-dr=+0.8 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+5 | final-damage=+12 | final-aim=+32 | final-will=+24 | final-defense=0 | final-dr=+0.8 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Muton Elite Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=0 | rank1-aim=0 | rank1-will=0 &lt;br /&gt;
|rank2-name=Muton Elite Sentry | rank2-level=3 | rank2-damage=+4 | rank2-hp=+5 | rank2-aim=+5 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Muton Elite Centurion | rank3-level=5 | rank3-damage=+6 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=+30 &lt;br /&gt;
|rank4-name=Muton Elite Praetorian | rank4-level=8 | rank4-damage=+8 | rank4-hp=+35 | rank4-aim=+20 | rank4-will=+70 &lt;br /&gt;
|rank5-name=Bashar | rank5-level=9 | rank5-damage=+10 | rank5-hp=+55 | rank5-aim=+40 | rank5-will=+80 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY SHREDDER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shredder|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shredder&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Bring &#039;Em On|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Bring &#039;Em On&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Neural Damping Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Neural Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Neural Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank5-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN CLUSTERBOMB.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Cluster Bomb|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cluster Bomb&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon, their green turret cannon, and their cluster bomb rockets. The green turret cannon does -50% weapon damage and will activate for reaction shots. &lt;br /&gt;
&lt;br /&gt;
The cluster bomb rockets will require a turn to prepare. When they prepare, there will be a popup warning you of the imminent attack. On the next turn, the attack will deal +10 extra damage in a 5 tile radius area to a certain impact point. After the initial hit there will be an immediate shockwave that will damage all targets (including other aliens -- though sectopods and units with distortion are immune) within a 60 tile radius that have line of sight to the center of the impact for 1-3 damage (depending on proximity to the blast).&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and extremely high aim. Tanking their shots should only be done by very resilient units, and they will still likely lose the majority of their health.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and flat DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to do reasonable amounts of damage.&lt;br /&gt;
&lt;br /&gt;
By the time you encounter these units, you should hopefully be well on your way to finishing your campaign!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=45 | base-damage=20 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=8 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:FLASHBANG GRENADE ICON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Reactive Targeting Sensors&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=9, 11, 13 | boost-mobility=0 | boost-hp=+4 | boost-damage=+8 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+32 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Sectopod Destroyer | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Sectopod Titan | rank2-level=5 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=0 &lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the pinnacle of danger a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Mind Control&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover,  with &#039;&#039;Psi Mastery&#039;&#039; they can perform 2 attacks each turn.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders they have the &#039;&#039;Distortion&#039;&#039; ability, granting immunity to squadsight and reducing any damage dealt to them. They also regenerate health, have innate defense, and the &#039;&#039;Overpower&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are no aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10 |base-hp=28 | base-damage=0 | base-aim=130 | base-will=120 | base-defense=50 | base-dr=+8 regen | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:distortion_field_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Distortion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Distortion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_IMPLANT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Overpower|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Overpower&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:BATTLEFATIGUE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Adaptive Bone Marrow&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=10, 12, 14 | boost-mobility=+0.6 | boost-hp=+10 | boost-damage=+4 | boost-aim=+20 | boost-will=+40 | boost-defense=0 | boost-dr=+4 regen | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+10 | final-damage=+16 | final-aim=+80 | final-will=+40 | final-defense=0 | final-dr=+4 regen | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Etheral Primus | rank1-level=1 | rank1-damage=+2 | rank1-hp=+8 | rank1-aim=0 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Ethereal Overmind | rank2-level=9 | rank2-damage=+6 | rank2-hp=+12 | rank2-aim=0 | rank2-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=98812</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=98812"/>
		<updated>2020-12-01T21:33:14Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Pod Types */ Flesh out the terror pods info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File:LWRthinman.png|right|500px]]&lt;br /&gt;
==Alien Pods==&lt;br /&gt;
&lt;br /&gt;
===Pod Composition===&lt;br /&gt;
Pods are typically comprised of one &#039;&#039;&#039;Squad Leader&#039;&#039;&#039; (often possessed with noticeably more stats and perks) &amp;amp; several regular troopers whose type is related to the leader and who have a chance to receive various upgrades dependent upon [[Alien_Level_(LWR)|Alien Level]]. Later in the game, bosses with noticeably larger models and massive HP pools make an appearance in missions.&lt;br /&gt;
&lt;br /&gt;
Pod composition is dependent upon the leader, with leaders tending to contain supporting troopers of the same or lesser type. For instance, [[Alien_Life_Forms_(LWR)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]], whose [[Abilities_List_(LWR)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful Psi Shield, while [[Alien_Life_Forms_(LWR)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(LWR)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(LWR)#ThinMan|Thinmen]] or [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]] only contain units of the same type as the leader. The quantity of aliens in a pod is dependent upon overall [[Alien_Level_(LWR)|Alien Level]] as well as the total number of aliens on mission; pods are rolled randomly and random numbers of aliens are added to said pods until all available units have been assigned. The number of aliens on missions is slightly influenced by [[Alien_Resources_(LWR)|Alien Resources]].&lt;br /&gt;
&lt;br /&gt;
===Pod Behaviour===&lt;br /&gt;
&lt;br /&gt;
All pods begin not activated, that is, aliens move or stay together and don&#039;t attempt to take cover or shoot XCOM soldiers (though they may shoot civilians, if any). An exception is drop-in pods, arriving during a mission, which activate immediately upon arrival if they see any XCOM soldier, but may activate or not, randomly, otherwise. Activation can&#039;t ever be undone, even if line of sight to XCOM soldiers is completely broken. XCOM is aware of every activation, with a close-up scene playing, even if none of the pod aliens are seen by soldiers. Upon activation, a pod [[Other_Abilities_(LWR)#Scamper|scampers]], which may cause &#039;&#039;&#039;chain activation&#039;&#039;&#039; of other pods in the area.&lt;br /&gt;
&lt;br /&gt;
A pod activates immediately if and only if &amp;lt;sup&amp;gt;please verify and correct&amp;lt;/sup&amp;gt; any of its members at any point in time: sees an XCOM soldier (but the reverse visibility doesn&#039;t matter) or a mimic beackon, sees another activated alien, notices a corpse of an alien killed during the mission (but not as the result of air combat), is significantly affected by anybody (direct hit, explosive damage including friendly fire, suppression, holo, etc., but not battle scanner), is shot at and missed. Note that unactivated pods are &#039;&#039;&#039;not&#039;&#039;&#039; activated by aliens calling for help nor by bumping into other unactivated pods.  &lt;br /&gt;
&lt;br /&gt;
While members of an activated pod do not coordinate among themselves any better than disparate aliens from different pods would, there is one significant mechanic which is pod-dependent: &#039;&#039;&#039;retreat mode&#039;&#039;&#039;. If a large portion of aliens of a given pod are destroyed (usually all but 1-3, depending on the original size), the surviving members of the pod will begin to fall back, retreating out of sight of XCOM and toward good cover or other, unactivated pods. The aliens will remain in retreat mode at least until they can see XCOM again, though destroying more units from the pod is sufficient to resume the retreat. Aliens entering into retreat mode will be identified by visual and auditory cues; the camera will pan toward the alien shouting or talking, and one of your soldiers will mention that they&#039;re falling back. Note that retreating aliens never call for help, but they activate any pods they run into all the same, see &#039;&#039;&#039;chain activation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Conversely, if XCOM is pushed back and out of sight of the aliens, they&#039;ll call for reinforcements to hunt XCOM soldiers down. In general, if active aliens exist on the map, aren&#039;t in retreat mode, and none of them has any XCOM operatives in sight range at the end of the aliens turn, they&#039;ll call all unactivated pods on the map (aside from the Command Pod, if any) to help them hunt down XCOM. Each unactivated pod will begin moving toward XCOMs current location inexorably, will activate at some point in a normal way and attack the soldiers, and short of retreating or being wiped out, the only possibility left for XCOM is to defeat all such enemies.&lt;br /&gt;
&lt;br /&gt;
===Pod Size &amp;amp; Distribution===&lt;br /&gt;
&lt;br /&gt;
Pods have a number of aliens that are directly dependent upon current [[Alien_Level_(LWR)|Alien Level]]:&lt;br /&gt;
&lt;br /&gt;
* Small (Alien Level 1+): 2-4 aliens per pod&lt;br /&gt;
* Medium (Alien Level 3+): 3-6 aliens per pod&lt;br /&gt;
* Large (Alien Level 6+): 4-8 aliens per pod&lt;br /&gt;
&lt;br /&gt;
While increases in pod sizes do not necessarily lead to more aliens on missions, extra aliens rolled that can&#039;t fit into any available pod are discarded. This has the largest effect during early Large UFOs, which typically call for way more aliens than can fit in their Small Pods. To partially compensate, missions taking place while pod sizes are small typically get an extra pod or two to work with. Larger pod sizes &#039;&#039;typically&#039;&#039; means the same amount of aliens overall, just compacted into less pods.&lt;br /&gt;
&lt;br /&gt;
The number of aliens on every mission is restricted to between 3 x Num_pods to 8 x Num_pods, and a minimum of 6 aliens.&lt;br /&gt;
&lt;br /&gt;
===Pod Types===&lt;br /&gt;
&lt;br /&gt;
Pods come in three basic types: Soldier Pods, Terror Pods, and Command Pods. Soldier pods pull from a pool of most aliens and comprise the vast majority of pods encountered on all missions; Terror Pods pull from a slightly different pool. Command Pods only appear in UFOs and have relatively rigid compositions. Lastly, for [[Covert_Operations_(LWR)|Covert Operations]], Exalt have special mechanics which govern the quantity and size of their pods. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldier&#039;&#039;&#039; Pods: Soldier Pods are the most common type of pod, appearing as the majority pod type in every mission except [[Missions_(LWR)#Terror_Site|Terror Sites]] &amp;amp; [[Covert_Operations_(LWR)|Covert Operations]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terror&#039;&#039;&#039; Pods: Terror pods are a special type of pod that only appear in [[Missions_(LWR)#Terror_Site|Terror Sites]], [[UFOs_(LWR)#Large_UFOs|Large UFOs]], [[Missions_(LWR)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(LWR)#Retaliate|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens and are the only pod which contains Chryssalids and Zombies, which in turn occur only in terror pods, at any level. Exalt also make an appearance in later months.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command&#039;&#039;&#039; Pods: UFOs additionally have a special pod called the Command Pod which contains a fixed number of aliens based on UFO type. They consist entirely of [[Alien_Life_Forms_(LWR)#Outsider|Outsiders]]. Larger UFOs can contain multiple Command Pods. Be warned: if a Command Pod spots XCOM and activates, it will immediately call all remaining alien forces on the map to its current location; this makes an early engagement against the command pod a risky affair.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EXALT&#039;&#039;&#039; Pods: While EXALT have a chance of appearing in Terror Pods, they appear most often in [[Covert_Operations_(LWR)|Covert Operations]]. All covert operations include drop ins of lone EXALT operatives who may or may not appear in cover and may or may not overwatch (Note: On Normal and Classic difficulty they will never overwatch).&lt;br /&gt;
&lt;br /&gt;
==Alien Appearances==&lt;br /&gt;
&lt;br /&gt;
Each pod created in the game has a chance to consist of different alien types. This changes the higher the Alien Level is (based on accumulated alien research). Below are the Alien Appearance Tables that describes the chance each alien has of appearing at each Alien Level.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Alien Appearance Weightings&#039;&#039;&#039; table, the number in brackets beside each alien type is their relative weighting.  As an example, at Alien Level 3, the chance a pod will be a seeker pod is: (9 + 1) / (10 + 3 + 1 + 1 + 9 + 9 + 1 + 1 + 14 + 9 + 1) = 10 / 59 = 0.169. So each pod will have a ~17% chance of being a seeker pod at Alien Level 3. You can see all the calculated appearance chances in the &#039;&#039;&#039;Alien Appearance Chances&#039;&#039;&#039; table.&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Weightings===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #fff; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Weightings&lt;br /&gt;
|-  &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Cumulative Weighting&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Relative Weighting)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 1&#039;&#039;&#039; || 15 || Sectoid (10) || Drone (3) || Thinman (1) || Floater (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 2&#039;&#039;&#039; || 35 || Floater (9) || Thinman (9) || Muton (1) || Seeker (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 3&#039;&#039;&#039; || 59 || Muton (14) || Seeker (9) || Cyberdisc (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 4&#039;&#039;&#039; || 75 || Cyberdisc (14) || Mecthoid (1) || Berserker (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 5&#039;&#039;&#039; || 105 || Mechtoid (14) || Berserker (14) || Sectoid Commander (2)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 6&#039;&#039;&#039; || 137 || Sectoid Commander (28) || Heavy Floater (2) || Muton Elite (2)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 7&#039;&#039;&#039; || 216 || Muton Elite (38) || Heavy Floater (38) || Sectopod (3)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 8&#039;&#039;&#039; || 276 || Sectopod (57) || Ethereal (3)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 9&#039;&#039;&#039; || 303 || Ethereal (27)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 10&#039;&#039;&#039; || 333 ||Ethereal (30)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Chances===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;17&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Chances&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Chance to Appear) -- rounded to nearest percentage&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 1&lt;br /&gt;
| &#039;&#039;&#039;Sectoid&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 67%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Drone&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 2&lt;br /&gt;
| Sectoid / &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 29%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039; / &#039;&#039;&#039;Seeker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 3&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 24%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seeker&#039;&#039;&#039; / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 17%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 4&lt;br /&gt;
| &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039; / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thiman / Floater &lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 4%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 5&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039; / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 6&lt;br /&gt;
| &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 22%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; / &#039;&#039;&#039;Muton Elite&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 7&lt;br /&gt;
| &#039;&#039;&#039;Muton Elite&#039;&#039;&#039; / &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 18%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 8&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 22%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 4%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 9&lt;br /&gt;
| Sectopod&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 13%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 10&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039; / Sectopod&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 18%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 12%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leaders and Leader Levels ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;percent chance for an Alien Leader&#039;&#039;&#039; to appear in each pod is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 480px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Percent chance for Alien Leader&#039;&#039;&#039;: 25 + 5 x &#039;&#039;&#039;Alien level&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 725px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;Certain scripted missions will dictate alien leader chances outside of this formula.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The formula to determine &#039;&#039;&#039;Leader Level&#039;&#039;&#039; is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Leader Level&#039;&#039;&#039; = Clamp(1 + Rand(&#039;&#039;&#039;Alien Level&#039;&#039;&#039; / 2) + UFO Size Bonus + Alien Aggression Bonus, 1, 8)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 970px;&amp;quot;&amp;gt;&lt;br /&gt;
 After determining leader level there is a 10% chance to gain +1 level which could produce a leader level of 9 (max).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 650px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;Certain scripted missions will dictate alien levels outside of this formula&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UFO Size Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Medium: +1 leader level&lt;br /&gt;
*Large: +2 leader levels&lt;br /&gt;
*Extra Large: +3 leader levels&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Aggression Bonus:&#039;&#039;&#039;&lt;br /&gt;
*75+%: +1 leader level&lt;br /&gt;
*100%: +2 leader levels&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Aliens leaders have purple HP and are identified in the HUD by a special icon. Max level alien leaders have gold HP.&lt;br /&gt;
&lt;br /&gt;
==Alien Types==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psionic Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance.&lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown. &lt;br /&gt;
&lt;br /&gt;
Sectoid squad leaders get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to double their damage output. This makes them significantly more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=5 | base-damage=3 | base-aim=40 | base-will=30 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.3 | boost-hp=+2 | boost-damage=+0.5 | boost-aim=+4 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+1.2 | final-hp=+2 | final-damage=+2 | final-aim=+16 | final-will=+40 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Sectoid Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Sectoid Executioner | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Sectoid Shadow | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+5 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+70 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks (especially the early leader Assault Drones).&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant light cover from flying with damage reduction and ability to mutually repair can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=6.2 |base-hp=2 | base-damage=3 | base-aim=60 | base-will=0 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Master Mechanic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Master Mechanic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+1 | boost-damage=+1 | boost-aim=+3 | boost-will=0 | boost-defense=0 | boost-dr=+0.2 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+1 | final-damage=+4 | final-aim=+12 | final-will=0 | final-defense=0| final-dr=+0.2 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+3 | rank2-hp=+5 | rank2-aim=+10 | rank2-will=0 &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+5 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=0 &lt;br /&gt;
|rank4-name=Omega Drone | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+55 | rank4-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thinman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thinmen&#039;&#039;&#039; have high mobility, mediocre aim, and low will. The can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a corrosion effect that lowers aim and mobility by 20%, removes flat DR, and prevents passive healing for the remainder of the battle. &lt;br /&gt;
&lt;br /&gt;
Thinmen also have the &#039;&#039;Snapshot&#039;&#039; ability, making overwatch ineffective against their shots. While overwatch is still effective against them if they move, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Council missions tend to have disproportionally high numbers of thinmen -- it is advised to bring ample medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Weapon Fragment&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.7|base-hp=6 | base-damage=6 | base-aim=60 | base-will=35 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_LEAP.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Leap|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+6 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+3 | final-damage=+4 | final-aim=+24 | final-will=+10 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Thin Man Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+4 | rank1-aim=+10 | rank1-will=+12 &lt;br /&gt;
| rank2-name=Whisper | rank2-level=3 | rank2-damage=+3 | rank2-hp=+8 | rank2-aim=+20 | rank2-will=+27 &lt;br /&gt;
| rank3-name=Sidewinder | rank3-level=6 | rank3-damage=+5 | rank3-hp=+18 | rank3-aim=+30 | rank3-will=+42 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+7 | rank4-hp=+28 | rank4-aim=+50 | rank4-will=+52 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shadowstep|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shadowstep&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Mimetic Skin Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Concealment|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Concealment&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Urban Combat Badge 2 (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sharpshooter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; ability, granting them +15 defense while in flight or in cover. This makes them quite elusive. They also get +20 bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=7 | base-damage=6 | base-aim=60 | base-will=15 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+3 | boost-damage=+1 | boost-aim=+4 | boost-will=+6 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+3 | final-damage=+4 | final-aim=+16 | final-will=+24 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Floater Sentry | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+18 &lt;br /&gt;
| rank3-name=Floater Reaver | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=+28&lt;br /&gt;
| rank4-name=Reaver Lord | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+60 | rank4-will=+38 &lt;br /&gt;
| rank1-perks=[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]], [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank2-perks=[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Rapid Reaction|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Rapid Reaction&amp;lt;/span&amp;gt;]], [[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]], [[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank3-perks=[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]], [[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]], [[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]], [[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank4-perks=[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]], [[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have the [[Abilities_List_(LWR)#Close_Combat_Specialist|Close Combat Specialist]] perk, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will be much more common, sometimes appearing in large groups. They will occasionally patrol and are not always found in the command room.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=6.2 |base-hp=8 | base-damage=5 | base-aim=55 | base-will=50 | base-defense=0 | base-dr=1&amp;lt;br&amp;gt;+2 Regen | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Defenders Medal 2 (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Growth|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Growth&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Muscle Fiber Density|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Muscle Fiber Density&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:BATTLEFATIGUE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Adaptive Bone Marrow&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Neural Damping Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Neural Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Neural Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER_DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+2 | boost-aim=+8 | boost-will=+110 | boost-defense=0| boost-dr=+0.5&amp;lt;br&amp;gt;+1 Regen | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+3 | final-damage=+8 | final-aim=+32 | final-will=+440 | final-defense=0| final-dr=+0.5&amp;lt;br&amp;gt;+4 Regen | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Outsider Navigator | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+20 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Outsider Engineer | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+30 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Outsider Old Guard | rank3-level=5 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+40 | rank3-will=+30 &lt;br /&gt;
|rank4-name=Outsider Pioneer | rank4-level=7 | rank4-damage=+4 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+40 &lt;br /&gt;
|rank5-name=Outsider Champion | rank5-level=9 | rank5-damage=+5 | rank5-hp=+40 | rank5-aim=+60 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive_Bone_Marrow_Gene_Mod_(EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Brawler|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Brawler&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank5-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also deal significant damage and will corrode any unit they hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Explosives remain an effective counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and are difficult to hit with most weapons. Similarly, Concussion Grenades can debilitate a whole group of Chryssalids by reducing their mobility -- this means they won&#039;t be able to move and attack any units on the next turn if there are no units close to them. Chryssalids are immune to acid, so Acid Grenades won&#039;t reduce their mobility. A &#039;&#039;Close Combat&#039;&#039; Assault can frequently finish off weakened Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the &#039;&#039;Jellied Elerium&#039;&#039; upgrade) it can cause the Chryssalids to panic, and they may then run away from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=13.7 |base-hp=4 | base-damage=6 | base-aim=0 | base-will=20 | base-defense=30 | base-dr=0.5 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY STUN.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Stun Immune|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Stun Immune&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_LEAP.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Leap|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.8 | boost-hp=+4 | boost-damage=+3 | boost-aim=0 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+7.5 | final-hp=+4 | final-damage=+12 | final-aim=0 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Chryssalid Charger | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+5 &lt;br /&gt;
|rank2-name=Chryssalid Warrior | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=0 | rank2-will=+35 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+8 | rank3-hp=+15 | rank3-aim=0 | rank3-will=+45 &lt;br /&gt;
|rank4-name=Greater Hive Queen | rank4-level=9 | rank4-damage=+11 | rank4-hp=+35 | rank4-aim=0 | rank4-will=+65 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shadowstep|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shadowstep&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shock-Absorbent Armor&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=12 | base-damage=5 | base-aim=0 | base-will=0 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY STUN.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Stun Immune|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Stun Immune&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+5 | boost-damage=+2 | boost-aim=0 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+5 | final-damage=+8 | final-aim=0 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and gaining +2 DR when strangling. Each turn the incapacitated units that are being strangled will be shredded and take over half their remaining health in direct damage. It is advised to try to kill them before they strangle as it can be difficult to remove them when strangling due to their increased resiliency.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners and the Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible Seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=6 | base-damage=3 | base-aim=50 | base-will=0 | base-defense=0 | base-dr=1 (3 when strangling) | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=4, 6, 8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+2 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+4 | final-damage=+4 | final-aim=+8 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=0 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+1 | rank2-hp=+14 | rank2-aim=+18 | rank2-will=0 &lt;br /&gt;
|rank3-name=Battle Wraith | rank3-level=6 | rank3-damage=+2 | rank3-hp=+24 | rank3-aim=+26 | rank3-will=0 &lt;br /&gt;
|rank4-name=Hydra | rank4-level=9 | rank4-damage=+3 | rank4-hp=+34 | rank4-aim=+46 | rank4-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSEPERSONAL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Encounters|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Encounters&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR when protected by cover. They start with Alien Carbines and later upgrade to Alien Rifles. &lt;br /&gt;
&lt;br /&gt;
Muton leaders have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them defense and crit resistance against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies in range, including double mobility. This can catch an unwary player off guard as a Muton moves many tiles to flank one of their soldiers.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or even retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Weapon Fragment&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=10 | base-damage=6 (upgrade: 8) | base-aim=60 | base-will=10 | base-defense=0 | base-dr=0.5 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT KILLERINSTINCT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tenacious Defense|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tenacious Defense&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=4, 6, 8, 10, 12, 14 | boost-mobility=0 | boost-hp=+4 | boost-damage=+1 | boost-aim=+5 | boost-will=+6 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+4 | final-aim=+20 | final-will=+24 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Muton Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+20 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Muton Sentry | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+25 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Muton Centurion | rank3-level=6 | rank3-damage=+4 | rank3-hp=+30 | rank3-aim=+35 | rank3-will=+40 &lt;br /&gt;
|rank4-name=Sargon | rank4-level=9 | rank4-damage=+6 | rank4-hp=+35 | rank4-aim=+60 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage. They can transform between open and closed states: their open state is required to act and their closed state will grant them hardened and +6 DR. If they take damage in their open state, they will automatically close. However, they must open in order to act. Thus, they are best dealt with through high damage single attacks (e.g. a Mayhem sniper) when open. &lt;br /&gt;
&lt;br /&gt;
Their movement range can take you off guard as it&#039;s close to that of a Chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply fire long-range explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10 |base-hp=18 | base-damage=10 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=1 (7 When Closed) | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Recon_LWR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened (When Closed)&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:FLASHBANG GRENADE ICON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#HEAT Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;HEAT Warheads&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+4 | boost-damage=+4 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+4 | final-damage=+16 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Cyberdisc Rover | rank1-level=1 | rank1-damage=0 | rank1-hp=+3 | rank1-aim=+5 | rank1-will=0 &lt;br /&gt;
|rank2-name=Cyberdisc Gunship | rank2-level=5 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+15 | rank2-will=0 &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+5 | rank3-hp=+23 | rank3-aim=+35 | rank3-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Chem Grenades are also useful as Mechtoids have a significant amount of flat DR and the corrosion will lower their accuracy.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health. As a result, it is ideal that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=20 | base-damage=10 | base-aim=70 | base-will=40 | base-defense=0 | base-dr=4 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MindMerge_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=+0.6 | boost-hp=+4 | boost-damage=+3 | boost-aim=+5 | boost-will=+10 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+4 | final-damage=+12 | final-aim=+20 | final-will=+40 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan Mechtoid | rank1-level=1 | rank1-damage=+2 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Leviathan Mechtoid | rank2-level=5 | rank2-damage=+4 | rank2-hp=+26 | rank2-aim=+20 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+6 | rank3-hp=+36 | rank3-aim=+30 | rank3-will=+90 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Reactive Targeting Sensors&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
|skill2-img=[[File:ALIEN BULLRUSH.png|24px]]&lt;br /&gt;
|skill2-text=Bull Rush&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear as Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Concussing a Berserker will reduce its movement range to well below Concussion throw range, so is a good way to neutralize a Berserker you&#039;re not ready to kill.&lt;br /&gt;
&lt;br /&gt;
Berserker Leaders have the &#039;&#039;Overpower&#039;&#039; ability, which grants them an overpowering aura. Non-SHIV XCOM units within their line of sight perform a will test against their will after each move or action taken. Failing this will test ends the unit&#039;s turn immediately. This means low will multi-action units are much less effective when there is a Berserker leader present. This can be countered with psionics, either by reducing their will or causing them to panic. Additionally, the &#039;&#039;Steadfast&#039;&#039; ability (can be gained by equipping an alien trophy) grants some resistance to being overpowered.&lt;br /&gt;
&lt;br /&gt;
Be careful staying in cover near a Berserker as it may encourage a &#039;&#039;Bull Rush&#039;&#039; attack, destroying the cover and dealing significant damage from range. This is doubly true if they have benefited from a blood call as their mobility will be quite extreme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10.6 |base-hp=16 | base-damage=14 | base-aim=60 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN BLOODLUST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Bloodlust|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Bloodlust&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN INTIMIDATE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Intimidate|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Intimidate&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Muscle Fiber Density|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Muscle Fiber Density&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+6 | boost-damage=+5 | boost-aim=0 | boost-will=+4 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+6 | final-damage=+20 | final-aim=0 | final-will=+16 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Alpha Berserker | rank1-level=1 | rank1-damage=+4 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+8 | rank2-hp=+15 | rank2-aim=0 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+12 | rank3-hp=+35 | rank3-aim=0 | rank3-will=+30 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_IMPLANT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Overpower|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Overpower&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shock-Absorbent Armor&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts, and a substantial step up in terms of difficulty. An unprepared player could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting, making them even more effective in their role. They all have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting multiple targets both +100 aim and +100 crit in addition to the +25 will and healing. They can also use &#039;&#039;Mind Control&#039;&#039; which will turn one of your soldiers against you.&lt;br /&gt;
&lt;br /&gt;
They also gain the &#039;&#039;Distortion&#039;&#039; ability which distorts reality around them, making non-psionic attacks deal 65% less damage against them, and granting nearby allies +10 defense. In addition, &#039;&#039;Distortion&#039;&#039; will prevent squadsight shots from being able to target them.&lt;br /&gt;
&lt;br /&gt;
Everything considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=14 | base-damage=7 | base-aim=60 | base-will=80 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:distortion_field_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Distortion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Distortion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER_GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+2 | boost-damage=+2 | boost-aim=+5 | boost-will=+30 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+2 | final-damage=+8 | final-aim=+20 | final-will=+80 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Sectoid Lieutenant Commander | rank1-level=1 | rank1-damage=+3 | rank1-hp=+4 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Sectoid Chief Commander | rank2-level=5 | rank2-damage=+5 | rank2-hp=+8 | rank2-aim=+40 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Great Reticulan | rank3-level=9 | rank3-damage=+8 | rank3-hp=+12 | rank3-aim=+60 | rank3-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill7-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
They also have &#039;&#039;Rapid Reaction&#039;&#039; granting them the ability to trigger overwatch against units they can&#039;t originally see, and do so 3x per turn.&lt;br /&gt;
&lt;br /&gt;
They also have &#039;&#039;Critical System Targeting&#039;&#039; and hit quite hard (often with high aim due to elevation), so tanking their shots with mechanical units is quite costly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.7 |base-hp=20 | base-damage=8 | base-aim=80 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Rapid Reaction|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Rapid Reaction&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+5 | boost-damage=+2 | boost-aim=+5 | boost-will=+6 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+5 | final-damage=+8 | final-aim=+20 | final-will=+24 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Aircobra | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+20 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+6 | rank3-hp=+25 | rank3-aim=+40 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSEPERSONAL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Encounters|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Encounters&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY MAYHEM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Mayhem|&amp;lt;span style=&amp;quot;color:#333;font-size:0.9em;&amp;quot;&amp;gt;Mayhem&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are looking similar to Mutons, but with a red armor and a helmet.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;. Their leaders have the &#039;&#039;Shredder&#039;&#039; ability which means your units should take care to avoid their shots.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=30 | base-damage=10 | base-aim=80 | base-will=30 | base-defense=0 | base-dr=2 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT KILLERINSTINCT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tenacious Defense|&amp;lt;span style=&amp;quot;color:#333;font-size:0.9em;&amp;quot;&amp;gt;Tenacious Defense&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=8, 10, 12, 14 | boost-mobility=+0.6 | boost-hp=+5 | boost-damage=+3 | boost-aim=+8 | boost-will=+6 | boost-defense=0 | boost-dr=+0.8 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+5 | final-damage=+12 | final-aim=+32 | final-will=+24 | final-defense=0 | final-dr=+0.8 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Muton Elite Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=0 | rank1-aim=0 | rank1-will=0 &lt;br /&gt;
|rank2-name=Muton Elite Sentry | rank2-level=3 | rank2-damage=+4 | rank2-hp=+5 | rank2-aim=+5 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Muton Elite Centurion | rank3-level=5 | rank3-damage=+6 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=+30 &lt;br /&gt;
|rank4-name=Muton Elite Praetorian | rank4-level=8 | rank4-damage=+8 | rank4-hp=+35 | rank4-aim=+20 | rank4-will=+70 &lt;br /&gt;
|rank5-name=Bashar | rank5-level=9 | rank5-damage=+10 | rank5-hp=+55 | rank5-aim=+40 | rank5-will=+80 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY SHREDDER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shredder|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shredder&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Bring &#039;Em On|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Bring &#039;Em On&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Neural Damping Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Neural Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Neural Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank5-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN CLUSTERBOMB.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Cluster Bomb|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cluster Bomb&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon, their green turret cannon, and their cluster bomb rockets. The green turret cannon does -50% weapon damage and will activate for reaction shots. &lt;br /&gt;
&lt;br /&gt;
The cluster bomb rockets will require a turn to prepare. When they prepare, there will be a popup warning you of the imminent attack. On the next turn, the attack will deal +10 extra damage in a 5 tile radius area to a certain impact point. After the initial hit there will be an immediate shockwave that will damage all targets (including other aliens -- though sectopods and units with distortion are immune) within a 60 tile radius that have line of sight to the center of the impact for 1-3 damage (depending on proximity to the blast).&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and extremely high aim. Tanking their shots should only be done by very resilient units, and they will still likely lose the majority of their health.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and flat DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to do reasonable amounts of damage.&lt;br /&gt;
&lt;br /&gt;
By the time you encounter these units, you should hopefully be well on your way to finishing your campaign!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=45 | base-damage=20 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=8 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:FLASHBANG GRENADE ICON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Reactive Targeting Sensors&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=9, 11, 13 | boost-mobility=0 | boost-hp=+4 | boost-damage=+8 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+32 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Sectopod Destroyer | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Sectopod Titan | rank2-level=5 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=0 &lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the pinnacle of danger a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Mind Control&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover,  with &#039;&#039;Psi Mastery&#039;&#039; they can perform 2 attacks each turn.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders they have the &#039;&#039;Distortion&#039;&#039; ability, granting immunity to squadsight and reducing any damage dealt to them. They also regenerate health, have innate defense, and the &#039;&#039;Overpower&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are no aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10 |base-hp=28 | base-damage=0 | base-aim=130 | base-will=120 | base-defense=50 | base-dr=+8 regen | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:distortion_field_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Distortion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Distortion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_IMPLANT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Overpower|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Overpower&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:BATTLEFATIGUE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Adaptive Bone Marrow&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=10, 12, 14 | boost-mobility=+0.6 | boost-hp=+10 | boost-damage=+4 | boost-aim=+20 | boost-will=+40 | boost-defense=0 | boost-dr=+4 regen | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+10 | final-damage=+16 | final-aim=+80 | final-will=+40 | final-defense=0 | final-dr=+4 regen | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Etheral Primus | rank1-level=1 | rank1-damage=+2 | rank1-hp=+8 | rank1-aim=0 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Ethereal Overmind | rank2-level=9 | rank2-damage=+6 | rank2-hp=+12 | rank2-aim=0 | rank2-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=98725</id>
		<title>UFOs (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=98725"/>
		<updated>2020-11-25T16:07:12Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Medium UFOs */ Say how the UFO site level is represented on screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
==In General==&lt;br /&gt;
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&#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;
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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;
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== Detecting UFOs ==&lt;br /&gt;
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Each satellite in a country will detect all UFOs that enter that country. &lt;br /&gt;
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UFOs above countries without satellite coverage can still be detected by XCOM aircraft positioned in the continent which contains that country. The chance of an aircraft detecting a UFO in a country without a satellite is 7% per aircraft (can be increased to 14% per aircraft with the UFO Tracking foundry project). With a maximum of 6 aircraft per continent this chance maxes out at 42% (or 84% with UFO Tracking).&lt;br /&gt;
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== UFO Equipment ==&lt;br /&gt;
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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;
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The chance for each artifact to remain intact is 20-50%:&lt;br /&gt;
*UFO Power Source Cylinder: 20%&lt;br /&gt;
*Stasis Capsule: 30%&lt;br /&gt;
*Alien Surgery: 30%&lt;br /&gt;
*UFO Computer: 50%&lt;br /&gt;
*Alien Food and Entertainment: 50%&lt;br /&gt;
 If the UFO is shot down and the final hit was from an EMP Cannon, all chances for artifacts to remain intact are additively increased by 50% (to 70-100%).&lt;br /&gt;
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Each Power Source &#039;&#039;&#039;Cylinder&#039;&#039;&#039; on a UFO contains multiple (1-3) &#039;&#039;&#039;UFO Power Sources&#039;&#039;&#039;. So you may acquire up to 3 from a Scout and up to 12 from a Battleship. All other UFO equipment is acquired on a 1:1 basis from what you see on the tactical map. Damaging a Power Source Cylinder will damage all (1-3) of the UFO Power Sources inside. Each intact UFO Power Source Cylinder also yields 40 elerium (modified by difficulty).&lt;br /&gt;
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[[File:UFOPowerSourceCylinder.png|200px]]&lt;br /&gt;
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==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 (800 + 50%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1-3x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Research, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-16, +2/4/6 aliens on Classic/Brutal/Impossible, a command pod of 1 outsider (before May) / 2 outsiders (after April)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troop Level Boost&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These will likely be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmored and lightly armed, but fast moving, meaning that the interception window is smaller. Although they give less in terms of alloys and elerium, they offer a great opportunity to train up rookie soldiers and get alien captures. The scouts gain a lot of health each alien level up so they can become quite durable in the later game.&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:146px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 6):&#039;&#039;&#039; Moderate (2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (400 + 50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (75% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1-3x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: Will never land or be shot down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and can be recognized by a purple strobe emanating from their blip. They have much less health but are armored. This makes &#039;&#039;Stingray Missiles&#039;&#039; the optimal choice in the early months. A Fighter in high orbit will be targeting your satellites, so aggressively engage it with [[Air Combat (Long War)#Interceptor Weapons|Stingrays]] or [[Air Combat (Long War)#Interceptor 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;
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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;
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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 (4000 + 20%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0% DR)&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;: 2-6x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Research, Harvest, Hunt&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-19, +2/4/6 aliens on Classic/Brutal/Impossible, +1 command pod of 3-4 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs may start appearing during the latter half of the first month. 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 (Long War)#Interceptor Weapons|Avalanche]] and [[Air Combat (Long War)#Interceptor Weapons|Stingray]] Missiles work effectively against this UFO, though Stingrays are more variable and deal less damage. Raiders are a good way to gather Alloys and Elerium.&lt;br /&gt;
&lt;br /&gt;
Medium UFOs will have onboard aliens that are 1 level higher than the player normally encounters. As well, alien leaders will be 1 level higher than normal, at least. Expect more difficult aliens on these missions. This is reflected in the UFO description in geoscape saying, e.g., &#039;Raider - Level 1(2)&#039; if the alien level is 1 and the boost to alien soldiers and leaders brings them to level 2. If the [[Alien_Life_Forms_(LWR)#Leaders_and_Leader_Levels|leaders]] are additionally boosted on top of that, a plus sign appears in the description.&lt;br /&gt;
&lt;br /&gt;
===Destroyer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 5):&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (1500 +20%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (75% DR)&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;: 4-12x UFO Power Sources, 4x UFO Flight Computers&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 during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is armored, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or EMP Cannon should be used if available. Interceptor Upgrade Projects are useful to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be destroyed for alien materials to be salvaged by the military forces of the affected country, resulting in an award to XCOM, too.&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (4000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (125% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4-12x 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;: 1 Ethereal, 1 Sectopod + 1 Drone, 2x4 Muton Elites, 3 Outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Overseer is difficult to take down and will likely require multiple interceptors with EMPs or stronger. Firestorms are recommended due to the high damage output.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. &lt;br /&gt;
&lt;br /&gt;
Overseers never land and cannot be destroyed in air combat (they will always be shot down instead).&lt;br /&gt;
&lt;br /&gt;
==Large UFOs==&lt;br /&gt;
===Abductor===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (12000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (225% DR)&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;: 2-6x 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;: 10-18, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country. They are almost impossible to take down due to their incredible armor.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on [[Alien Missions (Long War)#Bomb|bombing runs]] over cities. Abductors are almost exclusively used for either Abduction or Research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the Abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so you may not have time to send two sorties.&lt;br /&gt;
&lt;br /&gt;
===Harvester===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (8000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (100% DR)&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;: 2-6x 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;: Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-18, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly and be very difficult to take down. You&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain a lot resources, as well as disrupt alien research, slowing down alien level ups.&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (14000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (150% DR)&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;: 4-12x 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;: 11-20, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This UFO is a tough ship to take down. It has even heavier armor than the Harvester. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, even more so than assaulting Harvesters, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
===Terror Ship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (10000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (125% DR)&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;: 4-12x 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;: 11-20, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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 (Long War)#Assault Carrier|Assault Carrier]]. Terror Ships that land, on the other hand, are doing [[Alien Missions (Long War)#Research|Research]] missions, and can be assaulted for their valuable rewards.&lt;br /&gt;
&lt;br /&gt;
==Very Large UFOs==&lt;br /&gt;
===Battleship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Extremely High (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (20000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (175% DR)&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;: 4-12x 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;: Scout, Hunt, Bomb, Infiltrate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-22, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 6-7 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored and packed to the teeth with weaponry. They sometimes spawn as lead guards for Terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max Foundry upgrades and modules. Once you&#039;ve downed one, you can use the [[Alien Artifacts (Long War)#Alien devices|Fusion Cores]] to build [[Air Combat (Long War)#Interceptor Weapons|Fusion Lances]] to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down Battleships.&lt;br /&gt;
&lt;br /&gt;
The aliens on these ships are high level and will have some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
===Assault Carrier===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 11):&#039;&#039;&#039; Very High (2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (20000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (200% DR)&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;: 4-12x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Terrorize, Retaliate, Research&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-22, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 6-7 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower but more durability. Engage it as you would a Battleship.&lt;br /&gt;
&lt;br /&gt;
Just like the Battleship, the aliens aboard are high level and you should expect to face some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
==UFO Weapons==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Weapon &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Hit Chance (%)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Fire Rate (s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Potential (dmg/s)&lt;br /&gt;
! width=&amp;quot;16%&amp;quot; | Average Realized (dmg/s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Penetration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 40 || 1.0 || 350 || 350 || 140 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 40 || 2.0 || 1500 || 750 || 300 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance || 50 || 3.0 || 5000 || 1667 || 833 || 150&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>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=98724</id>
		<title>Air Combat (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=98724"/>
		<updated>2020-11-25T15:59:45Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Aircraft Hit Chance */ Clarify medium/large UFO hit chance boost is multiplicative&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;
UFOs are tougher, faster, and much stronger in Long War Rebalance than in either Long War 1.0 or Vanilla EU/EW. Along with that, your crafts and armaments are significantly less potent, at least at first. However, in Long War Rebalance you can send up full squadrons of up to 5 aircraft at once, which helps you handle such strong UFOs.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
If the aliens send a UFO and it is damaged, destroyed or lost, the aliens will pay resources for it, limiting their options in the next month.&lt;br /&gt;
&lt;br /&gt;
==Damaging and Destroying UFOs==&lt;br /&gt;
&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts may be a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it. A non-landing UFO at 50% health will fail the mission it was sent on. It is important to consider dealing some damage (even 1) to all non-landing UFOs, as this will prevent them from increasing [[Country_Panic_(LWR)|panic]] in the country below (except for the [[Alien_Missions_(LWR)#Bomb|bomb]] mission, which causes some panic anyway, unless foiled by damaging the craft for at least 50%).&lt;br /&gt;
&lt;br /&gt;
UFOs that take a lot of damage beyond their HP total will be destroyed in the air, so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. Fighters and Destroyers will always be destroyed if their HP is reduced to 0 or less (as they never crash land). Harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys: specifically, it is the amount of damage beyond the UFO&#039;s HP total that determines the UFO&#039;s survival chance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance of Destruction =  HP overkill divided by 5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 550px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Average Chance of Destruction = 1 - 0.5 ^ (WeaponDamage/500)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UFO Shielding===&lt;br /&gt;
&lt;br /&gt;
In the first 3 months of the game, UFOs have special shielding that prevents them from being destroyed. In March, a UFO which received enough kill damage to be destroyed in the air will instead be shot down. In April, only 2 thirds of the UFOs will have this shielding. In May, only 1 third. &lt;br /&gt;
&lt;br /&gt;
Fighters and Destroyers never receive this shielding. In June, all UFOs have stopped receiving Shielding.&lt;br /&gt;
&lt;br /&gt;
==UFO Flight Patterns==&lt;br /&gt;
&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude may land (and only such UFOs), are performing bombing runs (then their icon would flash in the mission view), or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. UFOs at low altitude are likely to be scouting satellites, so they must be dealt with. Unless playing in Ironman, you may want to see if a UFO would land in a place visible to XCOM before deciding to shoot it down (and reload if it does not land). While a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid, shoot down, or destroy a UFO type, you can research that craft for a damage and resource bonus against it in the future.&lt;br /&gt;
&lt;br /&gt;
== Formation ==&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat formation position for your interceptors as they launch on a mission:&lt;br /&gt;
* &#039;&#039;&#039;LEAD&#039;&#039;&#039;: +10 hit chance (1.5x hit chance for UFO)&lt;br /&gt;
* &#039;&#039;&#039;MID&#039;&#039;&#039;: no change&lt;br /&gt;
* &#039;&#039;&#039;REAR&#039;&#039;&#039;: -10 hit chance (0.67x hit chance for UFO)&lt;br /&gt;
&lt;br /&gt;
You may not use the aim booster when the active aircraft is in the rear of a formation. You may not use the dodge booster when the active aircraft is in the lead of a formation.&lt;br /&gt;
&lt;br /&gt;
Mathematically and not accounting for interception time, this means that lead is the most efficient formation position when your Interceptor aim is low, while rear is most efficient when your Interceptor aim is high. However, lead formation positions can lead to too much damage and rear formation positions can lead to too little.&lt;br /&gt;
&lt;br /&gt;
== Aircraft Hit Chance ==&lt;br /&gt;
&lt;br /&gt;
The Hit Chance of a XCOM&#039;s aircraft is determined mostly by the aim of the weapon they are using. It can then be modified by their position in the formation, their experience, and the size of their opponent.&lt;br /&gt;
&lt;br /&gt;
*As discussed in the section above, aircraft in the lead of the formation will gain +10 hit chance and aircraft in the rear of the formation will lose 10 hit chance.&lt;br /&gt;
*Experienced aircraft pilots will gain +1 hit chance for each UFO they have killed. There is no limit to this increase. This makes them especially effective using aircraft weapons with low aim.&lt;br /&gt;
*Larger UFOs are (reasonably) easier to hit. As such, XCOM aircraft will find their hit chance to be 150% and 200% of the original amount, respectively, for medium and large UFOs.&lt;br /&gt;
&lt;br /&gt;
== Interception Time ==&lt;br /&gt;
&lt;br /&gt;
The interception time of a squadron and a UFO is based on their speeds.  &lt;br /&gt;
&lt;br /&gt;
The specific formula is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:550px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (Slowest Aircraft Speed / UFO Speed)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Interception time can be modified by:&lt;br /&gt;
*UFO Scanners: +10% interception time&lt;br /&gt;
*Damaged Aircraft: -20% aircraft speed&lt;br /&gt;
*Elerium Afterburners: +5 squardron speed&lt;br /&gt;
*Tracking Booster: +50% squadron speed&lt;br /&gt;
&lt;br /&gt;
An example of a squadron of Interceptors with UFO scanners vs a Scout.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (25 / 45) * 1.1&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 18.3s&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Active Aircraft ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:530px;height:295px;float:right;&amp;quot;&amp;gt;[[Image:LWRActiveAircraft.png|right|500px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The active aircraft is chosen randomly from all aircrafts in the lead of the formation. If there are no aircrafts in lead, an aircraft will be randomly select from the mid of the formation. Likewise, if there are no aircrafts in mid, an aircraft will be randomly selected from the rear of the formation.&lt;br /&gt;
&lt;br /&gt;
The active aircraft will take 50% of all shots from the UFO, which makes it the most likely to take damage when there are more than 2 aircraft in a sortie. Support aircraft (non-active aircraft in the squadron) will evenly share the remaining 50% of shots from the UFO.&lt;br /&gt;
&lt;br /&gt;
The active aircraft also dictates which aircraft boosters can be used (an active aircraft in lead restricts the use of dodge boosters and an active aircraft in rear restricts the use of aim boosters).&lt;br /&gt;
&lt;br /&gt;
The active aircraft is also the only aircraft which you can tell to disengage. Supporting aircraft will automatically disengage if their HP has dropped below 25%. The active aircraft will continue to engage until you issue a disengage order. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Note that the disengage order can take a second or two to occur.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;This means UFOs can still destroy aircraft AFTER they have been given an order to disengage.&#039;&#039;&#039;&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damaged Aircraft==&lt;br /&gt;
&lt;br /&gt;
Damaged aircraft can engage UFOs but will have -20 aim and only 80% of their base speed. The entire sortie will always fly at the speed of the slowest aircraft, so sending in a single damaged aircraft may end up reducing the overall damage of your sortie.&lt;br /&gt;
&lt;br /&gt;
You can speed the repair of aircraft by hiring additional repair crews in the hangar at the cost of 150 credits per crew. This cuts remaining repair time in half, though it cannot go below 1 day.&lt;br /&gt;
&lt;br /&gt;
== Refueling ==&lt;br /&gt;
&lt;br /&gt;
After engaging a UFO, all aircraft will need to refuel. The refuel time is 12 hours which mostly prevents an aircraft from engaging the same UFO more than once.&lt;br /&gt;
&lt;br /&gt;
== Combat Patrols ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
Undamaged interceptors can be sent on &#039;&#039;&#039;Combat Patrols&#039;&#039;&#039;. This will cost 200 credits plus an additional 100 credits for each previous use (due to increased alien resiliency). It will lower continent panic, alien research, and alien resources. Performing a Combat Patrol will raise Alien Aggression by 12.5%. The aircraft sent on combat patrol will return immediately and will have received 10-90% of it&#039;s max HP in damage.&lt;br /&gt;
&lt;br /&gt;
The amount of effect of the Combat Patrol on continent panic reduction, alien research reduction, and alien resource reduction is based on the following:&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:800px;height:335px;float:right;margin-top:10px;&amp;quot;&amp;gt;[[Image:Combatpatrol.png|right|800px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Aircraft&#039;&#039;&#039;:&lt;br /&gt;
     Interceptor: 2-4&lt;br /&gt;
     Firestorm: 4-6&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Weapon&#039;&#039;&#039;:&lt;br /&gt;
     Avalanche Missiles: +0&lt;br /&gt;
     Stingray Missiles: +0&lt;br /&gt;
     Phoenix Coilgun: +1&lt;br /&gt;
     Laser Cannon: +1&lt;br /&gt;
     EMP Cannon: +2&lt;br /&gt;
     Plasma Cannon: +3&lt;br /&gt;
     Fusion Lance: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Pilot Rank&#039;&#039;&#039;:&lt;br /&gt;
     Rookie: +0&lt;br /&gt;
     Lieutenant: +1&lt;br /&gt;
     Captain: +1&lt;br /&gt;
     Major: +2&lt;br /&gt;
     Colonel: +2&lt;br /&gt;
     Commander: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Country Air Forces ==&lt;br /&gt;
&lt;br /&gt;
If you engage a UFO over a country that has some Country Defense (gained by completing council requests for that country) then there is a chance they may aid you in the air battle by sending up one of their own aircraft.&lt;br /&gt;
&lt;br /&gt;
The chance is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance for Country Air Force Aid&#039;&#039;&#039; = Country Defense / 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The strength of the aircraft the country sends up is based upon their Country Defense:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=400px&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Country Defense&#039;&#039;&#039; || &#039;&#039;&#039;Aircraft Upgrade&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 30 || Phoenix Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 60 || EMP Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 90 || Firestorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:530px;height:414px;float:right;&amp;quot;&amp;gt;[[File:LWRAirGame.png|right]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage each aircraft deals when it lands a hit is based upon its weapon and the damage resistance of it&#039;s target.&lt;br /&gt;
&lt;br /&gt;
To aid the player, the average &#039;&#039;&#039;damage per second&#039;&#039;&#039; of your current aircraft (in its selected formation position) against the current UFO will be displayed on any aircraft you select to join a squadron. As well, the &#039;&#039;&#039;aim of your aircraft&#039;&#039;&#039; and the &#039;&#039;&#039;HP of the UFO&#039;&#039;&#039; will be displayed. This allows for quick calculations of the amount of damage you will be dealing during the engagement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Game Damage Calculation Formula:&#039;&#039;&#039;&lt;br /&gt;
*Base Damage = Weapon Damage * (1 - Clamp((DR - Penetration), 0, 0.95)/100)&lt;br /&gt;
*Critical Hit Chance [x1.5 damage] = Penetration/10 - DR/10&lt;br /&gt;
*All damage is randomized between 80-120%&lt;br /&gt;
&lt;br /&gt;
Example of Phoenix Cannon (360 damage, 3s cooldown, 50% penetration, 5% crit, 30 aim) vs Fighter (HP:400, DR:75%):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage = 360 * (1 - Clamp((75 - 50)/100, 0, 0.95))&lt;br /&gt;
 Base Damage = 360 * 0.75&lt;br /&gt;
 Base Damage = 270&lt;br /&gt;
 Critical hit Chance = 50/10 - 75/10 = -2.5 = 0%&lt;br /&gt;
 Base Damage is then randomized between 80% and 120%&lt;br /&gt;
 Rate of Fire = 3s&lt;br /&gt;
 &#039;&#039;&#039;Damage per Second&#039;&#039;&#039; = 270/3 = 90 dps&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==UFOs and UFO Weapons==&lt;br /&gt;
&lt;br /&gt;
For information on UFOs click here: &#039;&#039;&#039;[[UFOs (LWR)#Scout|UFOs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For information on UFO Weapons click here: &#039;&#039;&#039;[[UFOs (LWR)#UFO Weapons|UFO Weapons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&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;|Health!!rowspan=&amp;quot;2&amp;quot;|Damage Resistance!!rowspan=&amp;quot;2&amp;quot;|Speed!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!Maintenance&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}||{{Maintenance cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Skyranger.png|128px|link=Air Combat (LWR)#Aircraft|Skyranger]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Skyranger]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Can&#039;t be damaged or destroyed||colspan=&amp;quot;8&amp;quot;|XCOM starts with one, unable to produce more||title=&amp;quot;Cost in Credits&amp;quot;|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Satellite.png|128px|link=Air Combat (LWR)#Aircraft|Satellite]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Satellite]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Increases funding and provides unique bonuses|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Interceptor.png|128px|link=Air Combat (LWR)#Aircraft|Interceptor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Interceptor]]&#039;&#039;&#039;||2000||0%||25|| || ||title=&amp;quot;Cost in Credits&amp;quot;|500|| || || || ||title=&amp;quot;Duration in days&amp;quot;|20&amp;amp;nbsp;days||title=&amp;quot;Cost in Credits&amp;quot;|100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Firestorm.png|128px|link=Air Combat (LWR)#Aircraft|Firestorm]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Firestorm]]&#039;&#039;&#039;||6000||100%||35||[[Research (LWR)#Materials and Aerospace|Alien Propulsion]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|XX&amp;lt;br /&amp;gt;(XX)||X [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computers]]&amp;lt;br /&amp;gt;X [[Alien Artifacts (LWR)#Alien devices|UFO Power Sources]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|80&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(40.0&amp;amp;nbsp;days)||title=&amp;quot;Cost in Credits&amp;quot;|XX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Aircraft Weapons==&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;|Hit chance!!rowspan=&amp;quot;2&amp;quot;|Damage!!rowspan=&amp;quot;2&amp;quot;|Penetration!!rowspan=&amp;quot;2&amp;quot;|Firing&amp;lt;br /&amp;gt;cooldown!!rowspan=&amp;quot;2&amp;quot;|UFO Destruction Chance&amp;lt;Br&amp;gt;1-0.5^(dmg/500)!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Avalanche Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||160&amp;lt;br /&amp;gt;(80 per second)&amp;lt;br /&amp;gt;(32 dmg/s realised)||0%||2.0s||19%||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:Stingray Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|20% / 30% / 40%||800&amp;lt;br /&amp;gt;(73 per second)&amp;lt;br /&amp;gt;(22 dmg/s realised)||75%||11.0s||67%||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:Phoenix Coilgun Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|20% / 30% / 40%||360&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(36 dmg/s realised)||50%||3.0s||39%||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.5&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Coilgun]]&#039;&#039;&#039;|| || ||&#039;&#039;100%&#039;&#039;|| || ||[[Foundry (LWR)#Aerospace Improvements|Phoenix Coilguns (Foundry)]]|| || || || || || || ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|35% / 45% / 55%||300&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(54 dmg/s realised)||0%||2.5s||34%||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||64&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Pulse Cannon]]&#039;&#039;&#039;|| ||&#039;&#039;450&amp;lt;br /&amp;gt;(180 per second)&amp;lt;br /&amp;gt;(81 dmg/s realised)&#039;&#039;|| || ||&#039;&#039;46%&#039;&#039;||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors (Foundry)]]|| || || || || || || ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:EMP Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||420&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(48dmg/s realised)||150%||3.5s||44%||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|800&amp;lt;br /&amp;gt;(1200)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)|| XX ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)||230&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|10% / 20% / 30%||1500&amp;lt;br /&amp;gt;(750 per second)&amp;lt;br /&amp;gt;(150 dmg/s realised)||100%||2.0s||87%||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1200&amp;lt;br /&amp;gt;(1800)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)|| XX ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(16.6&amp;amp;nbsp;days)||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fusion Lance Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|5% / 15% / 25%||5000&amp;lt;br /&amp;gt;(1667 per second)&amp;lt;br /&amp;gt;(250 dmg/s realised)||150%||3.0s||99%||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||120||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1800&amp;lt;br /&amp;gt;(2700)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)||1 [[Alien Artifacts (LWR)#Alien devices|Fusion Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|49&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(24.5&amp;amp;nbsp;days)||320&lt;br /&gt;
|}&lt;br /&gt;
 Note: EMP Cannons increase the chance to retrieve artifacts from shot down UFOs by 50% if they are responsible for the fatal hit (see [[UFOs_(LWR)#UFO_Equipment|UFO Equipment]])&lt;br /&gt;
&lt;br /&gt;
==Boosters==&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; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:UFO Tracking Long War.png|128px|link=Air Combat (LWR)#Modules|Aim Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Aim Booster]]&#039;&#039;&#039;||Automatically hits the next two attacks||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||12||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||12 [[Alien Artifacts (LWR)#Aliens|Floater Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Defense Matrix Long War.png|128px|link=Air Combat (LWR)#Modules|Dodge Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Dodge Booster]]&#039;&#039;&#039;||Dodges the next two incoming attacks||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||2 [[Alien Artifacts (LWR)#Aliens|Cyberdisc Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Uplink Targeting Long War.png|128px|link=Air Combat (LWR)#Tracking Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Tracking Booster]]&#039;&#039;&#039;||Increases the squadron speed by 50%||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||8 [[Alien Artifacts (LWR)#Aliens|Drone Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Foundry (LWR)#Aerospace Improvements|Aerospace Improvements]]&lt;br /&gt;
* [[Hangar (LWR)|Hangar]]&lt;br /&gt;
* [[UFOs (LWR)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=98723</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=98723"/>
		<updated>2020-11-25T14:47:07Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Hack */ Clarify 2AP for Hack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Cap==&lt;br /&gt;
&lt;br /&gt;
Critical hit chance (otherwise known as &#039;Crit&#039;) is capped at the current hit chance. This means that a soldier with 100 crit and a 1% chance to hit will only have a 1% chance to crit due to a -99 accuracy cap.&lt;br /&gt;
&lt;br /&gt;
==Bleed Out==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers and MECs uniquely will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to &#039;&#039;&#039;Bleed Out&#039;&#039;&#039; for 4-7 turns (turns can be increased with a &#039;&#039;&#039;respirator implant&#039;&#039;&#039; or the &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039; gene mod). &lt;br /&gt;
&lt;br /&gt;
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; = 10 x [Base_HP - Overkill_Damage]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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;Secondary Heart&#039;&#039;&#039; gene mod will always bleed out the first time his health reaches 0 each battle.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;Bleeding Out&#039;&#039;&#039;, a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 1 AP) by a medic with both a medikit and the &#039;&#039;&#039;Savior&#039;&#039;&#039; perk. If a soldier&#039;s &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; expires, the soldier will die (note: this can trigger your squad mates to panic).&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;
==Combat Readiness==&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit ends the turn with an action point remaining it activates &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;. Combat readiness grants +10 aim, +5 def, and -10% rocket scatter and lasts until the end of the unit&#039;s next turn.&lt;br /&gt;
&lt;br /&gt;
Units with &#039;&#039;&#039;Awareness&#039;&#039;&#039; gain double the benefit from Combat Readiness: +20 aim, +10 def, and -20% rocket scatter.&lt;br /&gt;
&lt;br /&gt;
Units that lose their steadied weapon 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;
Combat Readiness has no perk associated with it, but you can tell which units have the buff if you check their details (F1) or check their base HP color (it turns a lighter shade).&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: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Disables passive healing, strips all flat DR, -20 aim, -20% mobility, and -50% range for AoE attacks, indefinitely&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The only way to remove corrosion is through the use of a medikit. SHIVs cannot remove corrosion until the mission is complete.&lt;br /&gt;
&lt;br /&gt;
== Dash ==&lt;br /&gt;
&lt;br /&gt;
When a unit (alien or XCOM) spends both AP points to move at the same time (a &#039;yellow&#039; move) this is called &#039;&#039;&#039;dashing&#039;&#039;&#039; and increases movement by 20% (40% with the sprinter perk). Thus, a unit that dashes will be able to cover 2.4x it&#039;s mobility in tiles.&lt;br /&gt;
&lt;br /&gt;
== Disoriented ==&lt;br /&gt;
&lt;br /&gt;
Units hit by concussion grenades will become &#039;&#039;&#039;Disoriented&#039;&#039;&#039;: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1300px;&amp;quot;&amp;gt;&lt;br /&gt;
 Cancels overwatch and suppression, -20 defense, -20 will, -50 aim, -50% throw/ability range, -60% mobility, double scatter, lasts through 1 enemy turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enraged==&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, all other non-SHIV members gain the ability to &#039;&#039;&#039;Enrage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 650px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Enrage = &#039;&#039;&#039;3%&#039;&#039;&#039; x &#039;&#039;&#039;# of dead XCOM&#039;&#039;&#039; x &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enraged soldier:&lt;br /&gt;
&lt;br /&gt;
- Deals +50% weapon damage&lt;br /&gt;
&lt;br /&gt;
- Gains +50% mobility&lt;br /&gt;
&lt;br /&gt;
- Has a 50% chance for any action to cost 0 AP&lt;br /&gt;
&lt;br /&gt;
- Is immune to triggering non-suppression reaction fire&lt;br /&gt;
&amp;lt;/div&amp;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;
== Fatigued and Exhausted ==&lt;br /&gt;
&lt;br /&gt;
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each their turns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px; width: 100px;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Effect&lt;br /&gt;
! Chance (Modified by Campaign Length)&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|| Fatigued&lt;br /&gt;
|| 1 AP loss&lt;br /&gt;
|| 2% 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;
|| 0.2% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|}&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 8.1, regardless of what their mobility was on the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Warning&#039;&#039;&#039;: If the pilot is still hovering at 0 fuel they will be forced to land (and may land in a bad location).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grapple==&lt;br /&gt;
&lt;br /&gt;
Units with certain light armors gain the grapple ability. Using the Grapple costs 0 AP, avoids all reaction fire (including suppression), and can propel the soldier up to 15 tiles. Each armor only contains 1 grapple charge per battle.&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 requires 2 AP before it can be used and will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the covert operative as he/she hacks the relay. 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;
== Holo Targeted ==&lt;br /&gt;
&lt;br /&gt;
Units that have been fired at by a weapon with &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; will become &#039;&#039;&#039;Holo Targeted&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Prevents concealment/stealth and grants +20 aim and +1 penetration to all shots at this unit for the next 3 turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Ground ==&lt;br /&gt;
&lt;br /&gt;
Units that are fighting in their home country gain the &#039;&#039;&#039;Home Ground&#039;&#039;&#039; bonus:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +10 will and +0.6 mobility&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunker Down==&lt;br /&gt;
&lt;br /&gt;
Any unit in cover can &#039;&#039;&#039;Hunker Down&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1030px;&amp;quot;&amp;gt;&lt;br /&gt;
 +50% DR from cover, x2 defense from cover, -50% chance to be hit by psionic attacks, lose all vision, ends the unit&#039;s turn&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;
==Maim==&lt;br /&gt;
&lt;br /&gt;
All sidearms have the &#039;&#039;&#039;Maim&#039;&#039;&#039; ability: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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;
==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 reaction shot against any unit that was overwatched and that acts or moves &amp;gt;1 tile. &lt;br /&gt;
&lt;br /&gt;
Reaction shots ignore cover def and cannot crit. The act going on overwatch does not trigger enemy reaction fire.&lt;br /&gt;
&lt;br /&gt;
=== Overwatch Indicators ===&lt;br /&gt;
The HUD icons for aliens will reveal who is overwatching you. A yellow 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 and XCOM will have a red eye icon above their soldier/pawn if they are on overwatch. The icon will blinking red/blue if your cursor is in a location the soldier/pawn can see and the soldier/pawn is on overwatch.&lt;br /&gt;
&lt;br /&gt;
[[File:Redeyeindicator.png]]&lt;br /&gt;
&lt;br /&gt;
The AP pips (action point indicators) on a character will be orange [danger of enemy reaction fire] if an enemy has that character under their overwatch or can perform another form of reaction fire against that character. &lt;br /&gt;
&lt;br /&gt;
[[File:OrangeAP.png]]&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
&lt;br /&gt;
All panicked units have an 70% chance to recover each turn. If they are going to recover, they will receive a popup saying they are &#039;&#039;&#039;Regaining Control&#039;&#039;&#039;; otherwise they will remain panicking. A single panic will last a maximum of 4 turns.&lt;br /&gt;
&lt;br /&gt;
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking damage or seeing their squad mates take damage. Exalt will panic less than XCOM and have only a 30% chance of triggering a panic roll when one of their panic events trigger.&lt;br /&gt;
&lt;br /&gt;
Exalt Chances to Panic:&lt;br /&gt;
*30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
*30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
*30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
XCOM Chances to Panic:&lt;br /&gt;
*They are hit for more than 30% of their remaining health (30 will test)&lt;br /&gt;
*A squad mate in vision dies (30 will test)&lt;br /&gt;
*A high level squad mate (&amp;gt;2 ranks) in vision dies (60 will test)&lt;br /&gt;
*A squad mate in vision panics (0 will test)&lt;br /&gt;
&lt;br /&gt;
==Pin Point Accuracy==&lt;br /&gt;
&lt;br /&gt;
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called Pinpoint Accuracy. It represents a soldier being so accurate that they are more likely to land a critical hit.&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 overwatch and/or a deflection shield. &lt;br /&gt;
&lt;br /&gt;
During the 1st and 2nd turn of each battle there is an 80% and 40% chance (respectively) that an alien pod which is revealed will be caught &#039;&#039;&#039;Off Guard&#039;&#039;&#039; and will not be able to &#039;&#039;&#039;Scamper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== XCOM Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit has completed his 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;: it can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn (a known won&#039;t-fix bug disables the check upon game reload, so you need to keep the count yourself in such a case to prevent the exploit) and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.)&lt;br /&gt;
&lt;br /&gt;
== Shaken ==&lt;br /&gt;
&lt;br /&gt;
Every soldier that dies will &#039;&#039;&#039;Shaken&#039;&#039;&#039; the remaining soldiers, lowering their will by 10 for each death witnessed. Psi Inspiration can clear this effect.&lt;br /&gt;
&lt;br /&gt;
== Smoke (In Smoke) ==&lt;br /&gt;
&lt;br /&gt;
To see the effects of being &#039;&#039;&#039;In Smoke&#039;&#039;&#039; click here:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 [[Cover_(LWR)#Smoke|Cover and Smoke]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shredded == &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;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Shred&#039;&#039;&#039;: Damage increased by 20 + x%, where x is 5 times all shred damage received, lasts for the remainder of the battle&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that shred damage calculates &#039;&#039;damage received&#039;&#039;, not &#039;&#039;damage dealt&#039;&#039;, so damage resistance does not reduce the amount of shred applied.&lt;br /&gt;
&lt;br /&gt;
==Steady Weapon==&lt;br /&gt;
&lt;br /&gt;
Steadying a weapon increase a unit&#039;s aim and crit by 50 and penetration by 1 on its next shot. It reduces rocket scatter by 50%. Steady is lost if unit acts, moves, is hit, or changes weapons. Steady is converted into Combat Readiness (+10 aim, +5 def, -10% rocket scatter) 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 unit can see an enemy. Steadying a weapon does not trigger 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: 1150px;&amp;quot;&amp;gt;&lt;br /&gt;
 Gain +2 HP regeneration/turn, +1.2 mobility, +10 aim, +15 will, immunity to crits/fatigued/exhausted, +20% DR, lasts through 4 enemy turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=98722</id>
		<title>Weapons (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=98722"/>
		<updated>2020-11-25T14:30:58Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Fix wrong summaries about sidearm techs&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;
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:&lt;br /&gt;
&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma&lt;br /&gt;
* Explosives do not deal fixed damage: their damage reduces the further a target is from the center of the blast down to 50% at the periphery.&lt;br /&gt;
&lt;br /&gt;
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:&lt;br /&gt;
&lt;br /&gt;
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon&lt;br /&gt;
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn&lt;br /&gt;
* Rookies cannot use pistols&lt;br /&gt;
* Weapons are more accurate at close range&lt;br /&gt;
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch&lt;br /&gt;
* Arc Thrower is redesigned as the Stun Rifle; it has a higher stun rate but takes a primary weapon slot and a small item slot&lt;br /&gt;
&lt;br /&gt;
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.&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;
==== Electric ====&lt;br /&gt;
&lt;br /&gt;
There are only 2 electric weapons: the arc rifle and the stun rifle. While most campaigns will likely build some of both, the stun rifle is mandatory to pass the game.&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;
==== 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;
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also increased crit chances, higher crit damage and a small boost to mobility. However, Beam Lasers no longer gain a damage boost over Ballistic weapons, and will deal the same average damage. Beam lasers use the same visuals as EXALT laser weapons in 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: 4&lt;br /&gt;
 Bonus Stats: +5 aim, +10 crit, +25% crit damage, +0.6 mobility&lt;br /&gt;
 Note: Sidearms gain only +20 crit and +25% crit damage (no aim or mobility)&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 elerium 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 have lost their bonus ammo capacity and their ability to ignore enemy DR. Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons, however the &#039;Quenchgun&#039; foundry project will grant all Gauss weapons a +1 damage penetration bonus against all mechanical units, which helps make Gauss weapons more effective against mechanical leaders or bosses. &lt;br /&gt;
&lt;br /&gt;
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle have been renamed to the Anti-Materiel Long Rifle and Anti-Materiel Strike Rifle, and have reverted to function identically as normal snipers. Gauss weapons use the original XCOM ballistic weapon models. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 6&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: +5 aim, +10 crit, +25% crit damage, +0.6 mobility&lt;br /&gt;
 Note: Sidearms gain only +20 crit and +25% crit damage (no aim or mobility)&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 avaliable to XCOM, and have had their unique bonuses increased. 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: +3 damage against biological units&lt;br /&gt;
*Plasma Battle Rifle: +5 damage against targets in cover&lt;br /&gt;
*Plasma Carbine: +10 defense &lt;br /&gt;
*Plasma SMG: +1.2 mobility (1.8 mobility total)&lt;br /&gt;
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles&lt;br /&gt;
*Plasma Strike Rifle: +3 damage against uncovered targets &lt;br /&gt;
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range&lt;br /&gt;
*Plasma Novagun (SAW): +2 penetration&lt;br /&gt;
*Plasma Dragon (LMG): 7 damage mayhem suppression&lt;br /&gt;
*Plasma Particle Beam (MEC): +4 damage against mechanical units&lt;br /&gt;
*Plasma Autocannon (SHIV): +15 aim, +15 crit&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;
|- &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | Weapon !! style=&amp;quot;padding: 4px 15px;&amp;quot; | Base Damage&lt;br /&gt;
|-&lt;br /&gt;
|SHIV and MEC Weapons || 200%&lt;br /&gt;
|- &lt;br /&gt;
|LMGs || 175%&lt;br /&gt;
|- &lt;br /&gt;
|SAWs, Sniper Rifles, and Shotguns || 150%&lt;br /&gt;
|- &lt;br /&gt;
|Battle Rifles and Strike Rifles || 125%&lt;br /&gt;
|- &lt;br /&gt;
|Assault Rifles and Rocket Launchers || 100%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Pistols, Machine Pistols, Carbines, and SMGs || 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 mobility, accuracy and firepower. Their base ammo is 3 (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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||All soldiers|| || ||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%||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)||18.7||18.7||Can be steadied for aim bonus||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;||All soldiers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||30%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||12&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;||All soldiers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||20%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||24&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;||All soldiers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||30%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||27&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;||All soldiers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||20%||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)||18.7||18.7||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+3 damage to biological targets||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| 1 UFO Power Source ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|31&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15.5&amp;amp;nbsp;days)||75&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, ammo capacity, and crit chance for increased damage. 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||10%||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)||18.7||18.7||Can be steadied for aim bonus||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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers|| ||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||20%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||18&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||25%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||30&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers|| ||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||30%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|115&amp;lt;br /&amp;gt;(172)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||34&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||10%||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)||18.7||18.7||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+5 damage against targets in cover||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(575)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +10 aim, and have moderate base crit chances. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||All soldiers||+0.6||+5||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||20%||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)||18.7||18.7||Can be steadied for aim bonus||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;||All soldiers||+1.2||+5||+15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||30%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||10&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;||All soldiers||+0.6||+5||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||45%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||24&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;||All soldiers||+1.2||+5||+15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||45%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||27&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;||All soldiers||+0.6||+15||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||20%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||75&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 grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 3, and their base damage is 75%. SMGs 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!! rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}} !!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||All soldiers||+0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||40%||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;(3)||18.7||18.7||Can be steadied for aim bonus&amp;lt;br&amp;gt;Grants +2 damage during critical hits||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 Shatterray]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Shatterray&#039;&#039;&#039;||All soldiers||+1.2||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||50%||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;(3)||18.7||18.7||Can be steadied for aim bonus&amp;lt;br&amp;gt;Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|Gauss Stuttergun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Stuttergun&#039;&#039;&#039;||All soldiers||+0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||65%||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;(3)||18.7||18.7||Can be steadied for aim bonus&amp;lt;br&amp;gt;Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||9&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|Pulse Stengun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Stengun&#039;&#039;&#039;||All soldiers||+1.2||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||65%||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;(3)||18.7||18.7||Can be steadied for aim bonus&amp;lt;br&amp;gt;Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|24&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12&amp;amp;nbsp;days)||9&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|Plasma Stormgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Stormgun&#039;&#039;&#039;||All soldiers||+1.8|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||40%||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;(3)||18.7||18.7||Can be steadied for aim bonus&amp;lt;br&amp;gt;Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||30&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. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 4, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||0%||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;(4)||18.7||7.5||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+0.6||-5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||10%||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;(4)||18.7||7.5||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||15&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||0%||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;(4)||18.7||7.5||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||39&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+0.6||-5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||10%||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;(4)||18.7||7.5||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||37&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||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;(4)||18.7||7.5||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets&amp;lt;br /&amp;gt;+2 damage against targets within 4 tiles||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|38&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19&amp;amp;nbsp;days)||135&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 mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||Gunners||-1.2||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(5)||18.7||18.7||Grants [[Abilities List (LWR)#Flush|Flush]]||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;||Gunners||-0.6||-5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(5)||18.7||18.7||3 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||18&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;||Gunners||-1.2||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(5)||18.7||18.7||4 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||30&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;||Gunners||-0.6||-5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||15%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(5)||18.7||18.7||5 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|115&amp;lt;br /&amp;gt;(172)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||34&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;||Gunners||-1.2||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(5)||18.7||18.7||6 damage mayhem suppression&amp;lt;br&amp;gt;+2 penetration&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||98||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|40&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20&amp;amp;nbsp;days)||135&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 additional mobility and aim penalties, but have greater damage and ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 7, and their base damage is 175%. 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:LMG Long War.png|128px|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;LMG&#039;&#039;&#039;||Gunners||-1.8||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(7)||18.7||18.7||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||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:Gatling Laser Long War.png|128px|Laser Gatler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Gatler&#039;&#039;&#039;||Gunners||-1.2||-15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(7)||18.7||18.7||3 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||21&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&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;||Gunners||-1.8||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||15%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(7)||18.7||18.7||4 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||42&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Gatler&#039;&#039;&#039;||Gunners||-1.2||-15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(7)||18.7||18.7||5 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14&amp;amp;nbsp;days)||36&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;||Gunners||-1.8||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|14&amp;lt;br&amp;gt;(12-16)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(7)||18.7||18.7||8 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&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. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-10 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}||rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||Scouts&amp;lt;br /&amp;gt;Snipers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||30%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||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;||Scouts&amp;lt;br /&amp;gt;Snipers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||40%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7&amp;amp;nbsp;days)||13&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;||Scouts&amp;lt;br /&amp;gt;Snipers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||45%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||33&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;||Scouts&amp;lt;br /&amp;gt;Snipers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||50%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||33&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;||Scouts&amp;lt;br /&amp;gt;Snipers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||30%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|38&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19&amp;amp;nbsp;days)||120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-10 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||30%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br&amp;gt;+1 penetration||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;||Snipers|| ||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||40%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br&amp;gt;+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||15&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;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||30%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br&amp;gt;+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||60&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;||Snipers|| ||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||40%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br&amp;gt;+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||37&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;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||30%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br&amp;gt;+1 penetration&amp;lt;br /&amp;gt;+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|39&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19.5&amp;amp;nbsp;days)||135&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)|MEC Troopers]]. They don&#039;t have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||MEC troopers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||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;(3)||125||125||Can be steadied for aim bonus||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;||MEC troopers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||10%||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;(3)||125||125||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||22&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;||MEC troopers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||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;(3)||125||125||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||36&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;||MEC troopers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||10%||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;(3)||125||125||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Particle Beam&#039;&#039;&#039;||MEC troopers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||0%||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;(3)||125||125||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV Weapons===&lt;br /&gt;
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIV units]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||SHIV units|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||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;(2)||18.7||18.7|| ||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;||SHIV units||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||10%||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;(2)||18.7||18.7||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||22&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;||SHIV units|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||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;(2)||18.7||18.7||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||30&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;||SHIV units||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||10%||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;(2)||18.7||18.7||5 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|105&amp;lt;br /&amp;gt;(157)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||45&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;||SHIV units|| ||+15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||15%||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;(2)||18.7||18.7||6 damage mayhem suppression||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc and Stun Rifles ===&lt;br /&gt;
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and 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 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle&#039;s damage against mechanical units by 4.  Arc Rifles lose aim for being in close proximity (-10 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;3&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers&amp;lt;br/&amp;gt;Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;amp;nbsp;(3-5) against biological enemies&amp;lt;br&amp;gt;10&amp;amp;nbsp;(8-12) against mechanical enemies&amp;lt;br&amp;gt;Upgrades to 14&amp;amp;nbsp;(12-16) against mechanical enemies||title=&amp;quot;Amount of ammunition available&amp;quot;|2&amp;lt;br&amp;gt;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6&amp;amp;nbsp;days)||27&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| || ||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Improved Arc Thrower foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||4|| ||Stuns aliens&amp;lt;br/&amp;gt;-1 support item slot||[[Research (LWR)#Xenology|Xenoneurology]]||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7&amp;amp;nbsp;days)||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Pulse Laser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units that cannot use any 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, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. 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).&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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||0%||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)||18.7||18.7||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||20%||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)||18.7||18.7||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.5&amp;amp;nbsp;days)||3&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br /&amp;gt;(3-5)||35%||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)||18.7||18.7||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|14&amp;lt;br /&amp;gt;(21)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|24&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12&amp;amp;nbsp;days)||4&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||0%||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)||18.7||18.7||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Machine Pistols=== &lt;br /&gt;
Machine Pistols trade increased ammo and crit chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 3 (increased by High Capacity Pistols) and their base damage is 75%. They grant extra damage during critical hits. 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).&lt;br /&gt;
&lt;br /&gt;
There are no Machine Pistol equivalents for the Pulse Laser weapon 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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 Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +2 damage during critical hits&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||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:Heater Long War.png|128px|Laser Heater]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Heater&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +2 damage during critical hits&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||2&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br /&amp;gt;(3-5)||45%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +3 damage during critical hits&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|13&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||3&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 Mauler&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +4 damage during critical hits&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||15&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 sidearm; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project &#039;&#039;Quenchguns&#039;&#039;. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;3&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-0.6||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)||0%||1||18.7||7.5||50% less damage against hardened targets|| ||3||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|8&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(4&amp;amp;nbsp;days)||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rocket Launchers===&lt;br /&gt;
Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).&lt;br /&gt;
&lt;br /&gt;
Additionally, rocketeers can equip Javelin Rockets: these have 40% the normal radius, x2 damage, and shred targets. They deal no environmental damage, but can damage units through cover.&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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||2||18.7||5||2 turn cooldown||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:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Recoilless Rifle&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br /&amp;gt;(8-10)||2||18.7||5||2 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||2||15||5||Can path around obstacles&amp;lt;br&amp;gt;2 turn cooldown||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||2 UFO Flight Computers&amp;lt;br /&amp;gt;1 Fusion Core||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|42&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(21&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MEC Secondary Weapons===&lt;br /&gt;
MEC troopers have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.&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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|Base&amp;lt;br&amp;gt;charges!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flamethrower Long War.png|128px|Flamethrower]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Flamethrower&#039;&#039;&#039;||MEC troopers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br /&amp;gt;(6-8)||8|| || 2 ||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Targets must succeed will check 50 or be panicked&amp;lt;br /&amp;gt;Will check 80 with the &#039;&#039;Jellied Elerium&#039;&#039; Foundry project&amp;lt;br /&amp;gt;AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|17&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8.5&amp;amp;nbsp;days)||15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;||MEC troopers||-0.6|| ||self||2||1||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Heals 5 HP for all allies within the area of effect&amp;lt;br /&amp;gt;+2 charges with the First Aid perk||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;||MEC troopers||0||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|24&amp;lt;br&amp;gt;(21-27)||melee|| ||unlimited||Melee weapon&amp;lt;br&amp;gt;Red fog does not reduce KSM damage||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;||MEC troopers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||10||2||2||Can be equipped multiple times per soldier||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||45&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;MINE Launcher&#039;&#039;&#039;||MEC troopers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||10||4||2||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;+100 penetration&amp;lt;br&amp;gt;Detonates at the end of XCOM&#039;s &#039;&#039;&#039;next&#039;&#039;&#039; turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||54&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Electro Pulse&#039;&#039;&#039;||MEC troopers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br /&amp;gt;(7-9)||self||4.5||unlimited||+8 penetration&amp;lt;br /&amp;gt;Stuns robotic units&amp;lt;br /&amp;gt;3 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)||1 Arc Rifle||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=98721</id>
		<title>UFOs (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=98721"/>
		<updated>2020-11-25T14:25:09Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Medium UFOs */ Fixed a wrong Medium Ufos boost info&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;
== Detecting UFOs ==&lt;br /&gt;
&lt;br /&gt;
Each satellite in a country will detect all UFOs that enter that country. &lt;br /&gt;
&lt;br /&gt;
UFOs above countries without satellite coverage can still be detected by XCOM aircraft positioned in the continent which contains that country. The chance of an aircraft detecting a UFO in a country without a satellite is 7% per aircraft (can be increased to 14% per aircraft with the UFO Tracking foundry project). With a maximum of 6 aircraft per continent this chance maxes out at 42% (or 84% with UFO Tracking).&lt;br /&gt;
&lt;br /&gt;
== UFO Equipment ==&lt;br /&gt;
&lt;br /&gt;
Crashed UFOs will have some their equipment damaged. This is represented by a flat black scar left where the equipment used to be. As well, explosives and other environmental damage can destroy UFO equipment that was not damaged in the crash. Landed UFOs will start the mission with all their UFO equipment intact, but it can still be damaged during the tactical battle.&lt;br /&gt;
&lt;br /&gt;
The chance for each artifact to remain intact is 20-50%:&lt;br /&gt;
*UFO Power Source Cylinder: 20%&lt;br /&gt;
*Stasis Capsule: 30%&lt;br /&gt;
*Alien Surgery: 30%&lt;br /&gt;
*UFO Computer: 50%&lt;br /&gt;
*Alien Food and Entertainment: 50%&lt;br /&gt;
 If the UFO is shot down and the final hit was from an EMP Cannon, all chances for artifacts to remain intact are additively increased by 50% (to 70-100%).&lt;br /&gt;
&lt;br /&gt;
Each Power Source &#039;&#039;&#039;Cylinder&#039;&#039;&#039; on a UFO contains multiple (1-3) &#039;&#039;&#039;UFO Power Sources&#039;&#039;&#039;. So you may acquire up to 3 from a Scout and up to 12 from a Battleship. All other UFO equipment is acquired on a 1:1 basis from what you see on the tactical map. Damaging a Power Source Cylinder will damage all (1-3) of the UFO Power Sources inside. Each intact UFO Power Source Cylinder also yields 40 elerium (modified by difficulty).&lt;br /&gt;
&lt;br /&gt;
[[File:UFOPowerSourceCylinder.png|200px]]&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 (800 + 50%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1-3x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Research, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-16, +2/4/6 aliens on Classic/Brutal/Impossible, a command pod of 1 outsider (before May) / 2 outsiders (after April)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troop Level Boost&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These will likely be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmored and lightly armed, but fast moving, meaning that the interception window is smaller. Although they give less in terms of alloys and elerium, they offer a great opportunity to train up rookie soldiers and get alien captures. The scouts gain a lot of health each alien level up so they can become quite durable in the later game.&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:146px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 6):&#039;&#039;&#039; Moderate (2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (400 + 50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (75% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1-3x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: Will never land or be shot down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and can be recognized by a purple strobe emanating from their blip. They have much less health but are armored. This makes &#039;&#039;Stingray Missiles&#039;&#039; the optimal choice in the early months. A Fighter in high orbit will be targeting your satellites, so aggressively engage it with [[Air Combat (Long War)#Interceptor Weapons|Stingrays]] or [[Air Combat (Long War)#Interceptor 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 (4000 + 20%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0% DR)&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;: 2-6x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Research, Harvest, Hunt&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-19, +2/4/6 aliens on Classic/Brutal/Impossible, +1 command pod of 3-4 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs may start appearing during the latter half of the first month. 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 (Long War)#Interceptor Weapons|Avalanche]] and [[Air Combat (Long War)#Interceptor Weapons|Stingray]] Missiles work effectively against this UFO, though Stingrays are more variable and deal less damage. Raiders are a good way to gather Alloys and Elerium.&lt;br /&gt;
&lt;br /&gt;
Medium UFOs will have onboard aliens that are 1 level higher than the player normally encounters. As well, alien leaders will be 1 level higher than normal. Expect more difficult aliens on these missions.&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 5):&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (1500 +20%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (75% DR)&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;: 4-12x UFO Power Sources, 4x UFO Flight Computers&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 during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is armored, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or EMP Cannon should be used if available. Interceptor Upgrade Projects are useful to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be destroyed for alien materials to be salvaged by the military forces of the affected country, resulting in an award to XCOM, too.&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (4000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (125% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4-12x 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;: 1 Ethereal, 1 Sectopod + 1 Drone, 2x4 Muton Elites, 3 Outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Overseer is difficult to take down and will likely require multiple interceptors with EMPs or stronger. Firestorms are recommended due to the high damage output.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. &lt;br /&gt;
&lt;br /&gt;
Overseers never land and cannot be destroyed in air combat (they will always be shot down instead).&lt;br /&gt;
&lt;br /&gt;
==Large UFOs==&lt;br /&gt;
===Abductor===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (12000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (225% DR)&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;: 2-6x 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;: 10-18, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country. They are almost impossible to take down due to their incredible armor.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on [[Alien Missions (Long War)#Bomb|bombing runs]] over cities. Abductors are almost exclusively used for either Abduction or Research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the Abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so you may not have time to send two sorties.&lt;br /&gt;
&lt;br /&gt;
===Harvester===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (8000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (100% DR)&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;: 2-6x 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;: Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-18, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly and be very difficult to take down. You&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain a lot resources, as well as disrupt alien research, slowing down alien level ups.&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (14000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (150% DR)&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;: 4-12x 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;: 11-20, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This UFO is a tough ship to take down. It has even heavier armor than the Harvester. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, even more so than assaulting Harvesters, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
===Terror Ship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (10000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (125% DR)&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;: 4-12x 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;: 11-20, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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 (Long War)#Assault Carrier|Assault Carrier]]. Terror Ships that land, on the other hand, are doing [[Alien Missions (Long War)#Research|Research]] missions, and can be assaulted for their valuable rewards.&lt;br /&gt;
&lt;br /&gt;
==Very Large UFOs==&lt;br /&gt;
===Battleship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Extremely High (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (20000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (175% DR)&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;: 4-12x 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;: Scout, Hunt, Bomb, Infiltrate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-22, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 6-7 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored and packed to the teeth with weaponry. They sometimes spawn as lead guards for Terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max Foundry upgrades and modules. Once you&#039;ve downed one, you can use the [[Alien Artifacts (Long War)#Alien devices|Fusion Cores]] to build [[Air Combat (Long War)#Interceptor Weapons|Fusion Lances]] to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down Battleships.&lt;br /&gt;
&lt;br /&gt;
The aliens on these ships are high level and will have some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
===Assault Carrier===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 11):&#039;&#039;&#039; Very High (2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (20000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (200% DR)&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;: 4-12x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Terrorize, Retaliate, Research&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-22, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 6-7 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower but more durability. Engage it as you would a Battleship.&lt;br /&gt;
&lt;br /&gt;
Just like the Battleship, the aliens aboard are high level and you should expect to face some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
==UFO Weapons==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Weapon &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Hit Chance (%)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Fire Rate (s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Potential (dmg/s)&lt;br /&gt;
! width=&amp;quot;16%&amp;quot; | Average Realized (dmg/s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Penetration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 40 || 1.0 || 350 || 350 || 140 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 40 || 2.0 || 1500 || 750 || 300 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance || 50 || 3.0 || 5000 || 1667 || 833 || 150&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>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=98720</id>
		<title>Weapons (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=98720"/>
		<updated>2020-11-25T14:03:47Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Arc and Stun Rifles */ Reflect the loss of squadsight on arc rifle&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;
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:&lt;br /&gt;
&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma&lt;br /&gt;
* Explosives do not deal fixed damage: their damage reduces the further a target is from the center of the blast down to 50% at the periphery.&lt;br /&gt;
&lt;br /&gt;
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:&lt;br /&gt;
&lt;br /&gt;
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon&lt;br /&gt;
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn&lt;br /&gt;
* Rookies cannot use pistols&lt;br /&gt;
* Weapons are more accurate at close range&lt;br /&gt;
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch&lt;br /&gt;
* Arc Thrower is redesigned as the Stun Rifle; it has a higher stun rate but takes a primary weapon slot and a small item slot&lt;br /&gt;
&lt;br /&gt;
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.&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;
==== Electric ====&lt;br /&gt;
&lt;br /&gt;
There are only 2 electric weapons: the arc rifle and the stun rifle. While most campaigns will likely build some of both, the stun rifle is mandatory to pass the game.&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;
==== 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;
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also increased crit chances, higher crit damage and a small boost to mobility. However, Beam Lasers no longer gain a damage boost over Ballistic weapons, and will deal the same average damage. Beam lasers use the same visuals as EXALT laser weapons in 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: 4&lt;br /&gt;
 Bonus Stats: +5 aim, +10 crit, +25% crit damage, +0.6 mobility&lt;br /&gt;
 Note: Sidearms gain only +20 crit and +25% crit damage (no aim or mobility)&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 elerium 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 have lost their bonus ammo capacity and their ability to ignore enemy DR. Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons, however the &#039;Quenchgun&#039; foundry project will grant all Gauss weapons a +1 damage penetration bonus against all mechanical units, which helps make Gauss weapons more effective against mechanical leaders or bosses. &lt;br /&gt;
&lt;br /&gt;
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle have been renamed to the Anti-Materiel Long Rifle and Anti-Materiel Strike Rifle, and have reverted to function identically as normal snipers. Gauss weapons use the original XCOM ballistic weapon models. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 6&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: +5 aim, +10 crit, +25% crit damage, +0.6 mobility&lt;br /&gt;
 Note: Sidearms gain only +20 crit and +25% crit damage (no aim or mobility)&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 avaliable to XCOM, and have had their unique bonuses increased. 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: +3 damage against biological units&lt;br /&gt;
*Plasma Battle Rifle: +5 damage against targets in cover&lt;br /&gt;
*Plasma Carbine: +10 defense &lt;br /&gt;
*Plasma SMG: +1.2 mobility (1.8 mobility total)&lt;br /&gt;
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles&lt;br /&gt;
*Plasma Strike Rifle: +3 damage against uncovered targets &lt;br /&gt;
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range&lt;br /&gt;
*Plasma Novagun (SAW): +2 penetration&lt;br /&gt;
*Plasma Dragon (LMG): 7 damage mayhem suppression&lt;br /&gt;
*Plasma Particle Beam (MEC): +4 damage against mechanical units&lt;br /&gt;
*Plasma Autocannon (SHIV): +15 aim, +15 crit&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;
|- &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | Weapon !! style=&amp;quot;padding: 4px 15px;&amp;quot; | Base Damage&lt;br /&gt;
|-&lt;br /&gt;
|SHIV and MEC Weapons || 200%&lt;br /&gt;
|- &lt;br /&gt;
|LMGs || 175%&lt;br /&gt;
|- &lt;br /&gt;
|SAWs, Sniper Rifles, and Shotguns || 150%&lt;br /&gt;
|- &lt;br /&gt;
|Battle Rifles and Strike Rifles || 125%&lt;br /&gt;
|- &lt;br /&gt;
|Assault Rifles and Rocket Launchers || 100%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Pistols, Machine Pistols, Carbines, and SMGs || 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 mobility, accuracy and firepower. Their base ammo is 3 (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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||All soldiers|| || ||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%||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)||18.7||18.7||Can be steadied for aim bonus||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;||All soldiers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||30%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||12&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;||All soldiers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||20%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||24&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;||All soldiers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||30%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||27&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;||All soldiers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||20%||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)||18.7||18.7||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+3 damage to biological targets||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| 1 UFO Power Source ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|31&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15.5&amp;amp;nbsp;days)||75&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, ammo capacity, and crit chance for increased damage. 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||10%||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)||18.7||18.7||Can be steadied for aim bonus||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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers|| ||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||20%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||18&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||25%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||30&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers|| ||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||30%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|115&amp;lt;br /&amp;gt;(172)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||34&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||10%||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)||18.7||18.7||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+5 damage against targets in cover||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(575)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +10 aim, and have moderate base crit chances. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||All soldiers||+0.6||+5||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||20%||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)||18.7||18.7||Can be steadied for aim bonus||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;||All soldiers||+1.2||+5||+15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||30%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||10&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;||All soldiers||+0.6||+5||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||45%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||24&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;||All soldiers||+1.2||+5||+15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||45%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||27&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;||All soldiers||+0.6||+15||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||20%||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)||18.7||18.7||Can be steadied for aim bonus||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||75&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 grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 3, and their base damage is 75%. SMGs 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!! rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}} !!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||All soldiers||+0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||40%||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;(3)||18.7||18.7||Can be steadied for aim bonus&amp;lt;br&amp;gt;Grants +2 damage during critical hits||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 Shatterray]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Shatterray&#039;&#039;&#039;||All soldiers||+1.2||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||50%||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;(3)||18.7||18.7||Can be steadied for aim bonus&amp;lt;br&amp;gt;Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|Gauss Stuttergun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Stuttergun&#039;&#039;&#039;||All soldiers||+0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||65%||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;(3)||18.7||18.7||Can be steadied for aim bonus&amp;lt;br&amp;gt;Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||9&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|Pulse Stengun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Stengun&#039;&#039;&#039;||All soldiers||+1.2||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||65%||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;(3)||18.7||18.7||Can be steadied for aim bonus&amp;lt;br&amp;gt;Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|24&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12&amp;amp;nbsp;days)||9&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|Plasma Stormgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Stormgun&#039;&#039;&#039;||All soldiers||+1.8|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||40%||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;(3)||18.7||18.7||Can be steadied for aim bonus&amp;lt;br&amp;gt;Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||30&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. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 4, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||0%||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;(4)||18.7||7.5||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+0.6||-5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||10%||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;(4)||18.7||7.5||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||15&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||0%||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;(4)||18.7||7.5||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||39&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+0.6||-5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||10%||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;(4)||18.7||7.5||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||37&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||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;(4)||18.7||7.5||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets&amp;lt;br /&amp;gt;+2 damage against targets within 4 tiles||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|38&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19&amp;amp;nbsp;days)||135&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 mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||Gunners||-1.2||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(5)||18.7||18.7||Grants [[Abilities List (LWR)#Flush|Flush]]||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;||Gunners||-0.6||-5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(5)||18.7||18.7||3 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||18&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;||Gunners||-1.2||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(5)||18.7||18.7||4 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||30&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;||Gunners||-0.6||-5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||15%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(5)||18.7||18.7||5 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|115&amp;lt;br /&amp;gt;(172)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||34&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;||Gunners||-1.2||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(5)||18.7||18.7||6 damage mayhem suppression&amp;lt;br&amp;gt;+2 penetration&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||98||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|40&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20&amp;amp;nbsp;days)||135&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 additional mobility and aim penalties, but have greater damage and ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 7, and their base damage is 175%. 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:LMG Long War.png|128px|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;LMG&#039;&#039;&#039;||Gunners||-1.8||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(7)||18.7||18.7||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||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:Gatling Laser Long War.png|128px|Laser Gatler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Gatler&#039;&#039;&#039;||Gunners||-1.2||-15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(7)||18.7||18.7||3 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||21&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&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;||Gunners||-1.8||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||15%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(7)||18.7||18.7||4 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||42&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Gatler&#039;&#039;&#039;||Gunners||-1.2||-15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(7)||18.7||18.7||5 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14&amp;amp;nbsp;days)||36&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;||Gunners||-1.8||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|14&amp;lt;br&amp;gt;(12-16)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(7)||18.7||18.7||8 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&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. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-10 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}||rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||Scouts&amp;lt;br /&amp;gt;Snipers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||30%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||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;||Scouts&amp;lt;br /&amp;gt;Snipers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||40%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7&amp;amp;nbsp;days)||13&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;||Scouts&amp;lt;br /&amp;gt;Snipers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||45%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||33&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;||Scouts&amp;lt;br /&amp;gt;Snipers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||50%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||33&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;||Scouts&amp;lt;br /&amp;gt;Snipers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||30%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|38&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19&amp;amp;nbsp;days)||120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-10 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||30%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br&amp;gt;+1 penetration||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;||Snipers|| ||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||40%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br&amp;gt;+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||15&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;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||30%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br&amp;gt;+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||60&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;||Snipers|| ||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||40%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br&amp;gt;+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||37&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;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||30%||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;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br&amp;gt;+1 penetration&amp;lt;br /&amp;gt;+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|39&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19.5&amp;amp;nbsp;days)||135&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)|MEC Troopers]]. They don&#039;t have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||MEC troopers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||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;(3)||125||125||Can be steadied for aim bonus||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;||MEC troopers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||10%||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;(3)||125||125||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||22&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;||MEC troopers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||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;(3)||125||125||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||36&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;||MEC troopers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||10%||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;(3)||125||125||Can be steadied for aim bonus||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Particle Beam&#039;&#039;&#039;||MEC troopers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||0%||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;(3)||125||125||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV Weapons===&lt;br /&gt;
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIV units]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||SHIV units|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||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;(2)||18.7||18.7|| ||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;||SHIV units||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||10%||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;(2)||18.7||18.7||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||22&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;||SHIV units|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||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;(2)||18.7||18.7||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||30&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;||SHIV units||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||10%||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;(2)||18.7||18.7||5 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|105&amp;lt;br /&amp;gt;(157)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||45&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;||SHIV units|| ||+15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||15%||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;(2)||18.7||18.7||6 damage mayhem suppression||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc and Stun Rifles ===&lt;br /&gt;
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and 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 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle&#039;s damage against mechanical units by 4.  Arc Rifles lose aim for being in close proximity (-10 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;3&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers&amp;lt;br/&amp;gt;Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;amp;nbsp;(3-5) against biological enemies&amp;lt;br&amp;gt;10&amp;amp;nbsp;(8-12) against mechanical enemies&amp;lt;br&amp;gt;Upgrades to 14&amp;amp;nbsp;(12-16) against mechanical enemies||title=&amp;quot;Amount of ammunition available&amp;quot;|2&amp;lt;br&amp;gt;(3)||125||125||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6&amp;amp;nbsp;days)||27&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| || ||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Improved Arc Thrower foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||4|| ||Stuns aliens&amp;lt;br/&amp;gt;-1 support item slot||[[Research (LWR)#Xenology|Xenoneurology]]||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7&amp;amp;nbsp;days)||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier, and a machine pistol for ballistic, beam, and plasma only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units that cannot use any 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, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. 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).&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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||0%||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)||18.7||18.7||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||20%||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)||18.7||18.7||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.5&amp;amp;nbsp;days)||3&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br /&amp;gt;(3-5)||35%||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)||18.7||18.7||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|14&amp;lt;br /&amp;gt;(21)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|24&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12&amp;amp;nbsp;days)||4&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||0%||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)||18.7||18.7||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Machine Pistols=== &lt;br /&gt;
Machine Pistols trade increased ammo and crit chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 3 (increased by High Capacity Pistols) and their base damage is 75%. They grant extra damage during critical hits. 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).&lt;br /&gt;
&lt;br /&gt;
There are no Machine Pistol equivalents for the Gauss and Pulse Laser weapon tiers.&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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{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 Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +2 damage during critical hits&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||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:Heater Long War.png|128px|Laser Heater]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Heater&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +2 damage during critical hits&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||2&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br /&amp;gt;(3-5)||45%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +3 damage during critical hits&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|13&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||3&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 Mauler&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18.7||18.7||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +4 damage during critical hits&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||15&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 sidearm; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project &#039;&#039;Quenchguns&#039;&#039;. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;3&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{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;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-0.6||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)||0%||1||18.7||7.5||50% less damage against hardened targets|| ||3||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|8&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(4&amp;amp;nbsp;days)||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rocket Launchers===&lt;br /&gt;
Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).&lt;br /&gt;
&lt;br /&gt;
Additionally, rocketeers can equip Javelin Rockets: these have 40% the normal radius, x2 damage, and shred targets. They deal no environmental damage, but can damage units through cover.&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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||2||18.7||5||2 turn cooldown||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:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Recoilless Rifle&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br /&amp;gt;(8-10)||2||18.7||5||2 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||2||15||5||Can path around obstacles&amp;lt;br&amp;gt;2 turn cooldown||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||2 UFO Flight Computers&amp;lt;br /&amp;gt;1 Fusion Core||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|42&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(21&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MEC Secondary Weapons===&lt;br /&gt;
MEC troopers have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.&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)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|Base&amp;lt;br&amp;gt;charges!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flamethrower Long War.png|128px|Flamethrower]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Flamethrower&#039;&#039;&#039;||MEC troopers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br /&amp;gt;(6-8)||8|| || 2 ||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Targets must succeed will check 50 or be panicked&amp;lt;br /&amp;gt;Will check 80 with the &#039;&#039;Jellied Elerium&#039;&#039; Foundry project&amp;lt;br /&amp;gt;AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|17&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8.5&amp;amp;nbsp;days)||15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;||MEC troopers||-0.6|| ||self||2||1||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Heals 5 HP for all allies within the area of effect&amp;lt;br /&amp;gt;+2 charges with the First Aid perk||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;||MEC troopers||0||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|24&amp;lt;br&amp;gt;(21-27)||melee|| ||unlimited||Melee weapon&amp;lt;br&amp;gt;Red fog does not reduce KSM damage||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;||MEC troopers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||10||2||2||Can be equipped multiple times per soldier||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||45&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;MINE Launcher&#039;&#039;&#039;||MEC troopers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||10||4||2||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;+100 penetration&amp;lt;br&amp;gt;Detonates at the end of XCOM&#039;s &#039;&#039;&#039;next&#039;&#039;&#039; turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||54&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Electro Pulse&#039;&#039;&#039;||MEC troopers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br /&amp;gt;(7-9)||self||4.5||unlimited||+8 penetration&amp;lt;br /&amp;gt;Stuns robotic units&amp;lt;br /&amp;gt;3 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)||1 Arc Rifle||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Bugs/Features_(LWR)&amp;diff=98719</id>
		<title>Bugs/Features (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Bugs/Features_(LWR)&amp;diff=98719"/>
		<updated>2020-11-25T12:20:25Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Existing Game Bugs */ Mention that the game won&amp;#039;t track scamper use count after reload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
==Existing Game Bugs==&lt;br /&gt;
Many unfixable bugs from Long War 1.0 and XCOM:EU/EW are now considered &#039;&#039;&#039;features&#039;&#039;&#039;, including:&lt;br /&gt;
&lt;br /&gt;
* Aliens will sometimes double move off the bat as some of them were waiting for you in ambush and will get an extra move to reflect this&lt;br /&gt;
* The terrain on maps will sometimes allow you to see aliens that cannot see you in return. Similarly, sometimes aliens will be able to see you and you cannot see them. This is actually not THAT unrealistic and should be expected (as it&#039;s part of the base engine code that we definitely cannot change). Just be aware that you might get shot at or overwatched by an alien that you can&#039;t see because of a hole in a building, or a crack in a door, or a space in a wall/roof, or flying just out of your sight range (but they can still see you) -- and also realize that sometimes you are doing the same to the aliens (but probably aren&#039;t aware).&lt;br /&gt;
* Reaction shots against someone performing an action will sometimes inactivate their action because getting fired at sucks and it&#039;s hard to do things with bullets flying at your face&lt;br /&gt;
* SHIVs need extra time to load onto the Skyranger during combat; make sure the SHIV has full actions and is in the extraction zone before attempting to abort the mission or the SHIV may be left behind&lt;br /&gt;
* Suppression will sometimes not fire when the target moves (and you&#039;ll get a cool slow motion view of it) because you were distracted while suppressing and maybe some bullet shells or a fly got in your eyes&lt;br /&gt;
* Big Sky (the Sky Ranger pilot) has a girlfriend that he likes to see sometimes -- if your mission happens to be at the same time he may bail on you and you&#039;ll notice there is no evacuation zone.  We&#039;ve talked to him about this but he&#039;s the only one in the world capable of flying the Sky Ranger so there is no way around it. Just make sure you pass all the missions when there is no evacuation zone.&lt;br /&gt;
* Exalt will always know where your covert op is as soon as they are activated as they have a transponder on everyone and figure out that he&#039;s the mole! Expect them to beeline for your operative as soon as they are activated.&lt;br /&gt;
* Being Mind Controlled is a really intense experience and can have some weird side effects that include (but are not limited to): having a soldier lose some of his equipment (specifically grenades and rockets), gaining an extra turn (specifically with hit and run), having the soldier stay behind on the mission (MIA), and having unexpected fatigue/injury times. &lt;br /&gt;
* Aliens have invisible floating teleportation devices -- they aren&#039;t used a lot because they really hurt but sometimes if one or more aliens are desparate they will use these devices to teleport around the map&lt;br /&gt;
* Sometimes a dying soldier will fall into a hole the aliens dug inside the mountain/building/dirt. If they do it&#039;s best to just move on as the holes will often form an inpenetrable barrier that prevents access until the occupant is completely dead (or sometimes reloading works).&lt;br /&gt;
* Panicking units will not gain an action during their turn, EXCEPT if that unit is visited by it&#039;s guardian angel. It happens rarely (1% of the time), and you won&#039;t be able to see the angel (obviously they are only visible to the soldier/alien they are guarding), but you&#039;ll see the panicked unit miraculously act as if he wasn&#039;t panicked. If you see this happen you should not feel frustrated and instead feel blessed to have witnessed such holy greatness.&lt;br /&gt;
* You will sometimes hear chyrssalids where there are none - it was probably just your imagination - you need to relax man.&lt;br /&gt;
* Sometimes it looks like a soldier can see an alien to shoot at but they can&#039;t. You may think this is ridiculous but the aliens are equipped with reflective padding that can really cause a glare. From above it looks like the soldier should see the alien, but the glare is quite deceptive the soldier just thinks the alien is a broken street light or something. This is especially common on ramps as everyone knows glare can be a problem when changing elevations.&lt;br /&gt;
* If the aliens attack your base things are going to be a little bit chaotic (understandably so). Your reinforcements may come from multiple different places: the normal hatch, under the platform, on the platform, the roof, under the tiles, in the janitor&#039;s closet, etc.  The point is: they don&#039;t understand how they got there and neither will you.  It&#039;s probably the aliens using their matter dislocation auras but we can&#039;t be sure.&lt;br /&gt;
* Units that go invisible sometimes stay that way for the entire mission. This is because being invisible is really cool and the unit gets addicted to it (like cocaine). If it&#039;s an enemy unit, you can try AoE effects or using the console.  If it&#039;s one of your soldiers he/she should snap out of it after the mission.&lt;br /&gt;
* Close Combat Specialists usually have PTSD and will sometimes not fire at an enemy when you want them to. The training that they take is very intensive and these momentary freezes in the heat of battle are to be expected.&lt;br /&gt;
* Run and Gun trained soldiers will sometimes not move if they try to run and gun aftering being commanded or if they try to run and gun during an xcom scamper.  Again, this is because of very intensive training causing PTSD which acts up when too much is happening at once.&lt;br /&gt;
* An XCOM soldier may get so startled upon discovering an unactivated alien pod that he scampers a second time in the same turn. This happens when the game is saved and reloaded, which resets the scamper counter, so the player needs to keep the count himself, if he wishes to prevent the exploit.&lt;br /&gt;
* Sometimes in the loadout screen, your soldiers will overlap each other. This might seem like a visual bug but it&#039;s actually your soldiers being friendly and sharing a moment of intimacy.  Please respect their privacy.&lt;br /&gt;
* Sometimes your soldiers will step out of cover to perform an action, if they do this during a full moon when Juptier is touching the ecliptic, the soldier will feel a strange desire not to move back to cover and may actually stay in the stepped out space.  &lt;br /&gt;
* If you rapidly click on buttons to purchase or sell or place equipment/buildings/etc. sometimes the engineers and assistant engineers will get confused and order too many or too few and the accountants sometimes also get confused and you lose money. &lt;br /&gt;
* Sometimes invisible sectoids will appear and then immediately be shot, either by XCOM or the aliens.  Don&#039;t ask about them... for your own safety.&lt;br /&gt;
* Some Exalt missions will CTD or appear as a black/blank map if you try to enter them. This is because the covert op has already died in such a gruesome way that the game is trying to spare you the suffering of witnessing his final condition and instead encouraging you (quite forcefully) to just skip that mission.&lt;br /&gt;
* NEVER SAVE/LOAD ON THE XCOM BASE DEFENSE MISSION.  It angers the XCOM gods and they may prevent you from finishing the mission, stop spawning aliens, or even corrupt your save.&lt;br /&gt;
&lt;br /&gt;
==How to Prevent Bugs==&lt;br /&gt;
&lt;br /&gt;
XCom is a game that has many functions running simultaneously. We have found quite a few bugs that will only occur when a computer is running slowly. For example, szmind had one bug only and always occur whenever the &#039;power saving&#039; mode of a laptop was turned on (i.e. it was moving slower).  Another bug was reproducible only if a player had been playing for many hours. With new features/functions that we code we literally have to say &amp;quot;don&#039;t run this for 3 seconds&amp;quot; to make sure other functions will finish first, in case they take longer than normal. It seems like bugs will occur if the memory storage gets too restricted or the computer too slow.  Having said that, even on a really old (20 years) laptop the game still runs with minimal problems.  Still, I have 3 recommendations for players:&lt;br /&gt;
&lt;br /&gt;
﻿﻿﻿1) Save and restart the game if you&#039;ve been playing for more than 4 hours (clears up memory)&lt;br /&gt;
&lt;br /&gt;
﻿2) Try not to run many other programs in the background (allows functions to finish quickly)&lt;br /&gt;
&lt;br /&gt;
3) If you can, run it on the fastest computer with the most memory (functions finish quick, clogging up memory not a problem)&lt;br /&gt;
&lt;br /&gt;
==Map Bugs==&lt;br /&gt;
&lt;br /&gt;
The terrain on maps will sometimes allow you to see aliens that cannot see you in return. Similarly, sometimes aliens will be able to see you and you cannot see them. This is actually not THAT unrealistic and should be expected (as it&#039;s part of the base engine code that we cannot change). Just be aware that you might get shot at or overwatched by an alien that you can&#039;t see because of a hole in a building, or a crack in a door, or a space in a wall/roof, or flying just out of your sight range (but they can still see you) -- and also realize that sometimes you are doing the same to the aliens (but probably aren&#039;t aware).&lt;br /&gt;
&lt;br /&gt;
===An Example===&lt;br /&gt;
This &amp;quot;one-way mirror&amp;quot; on this UFO lets units inside the UFO fire out but blocks vision into the UFO.&lt;br /&gt;
&lt;br /&gt;
This is the exact same point in the battle. &lt;br /&gt;
&lt;br /&gt;
First picture is the alien point-of-view (POV). Second picture is the XCOM POV. Notice how the alien has the XCOM soldier as a possible target (from the icons in the bottom right), but the XCOM player has no targets available. This is because it is a 1-way wall at that exact angle, allowing the sectoid to target the XCOM soldier but not vice versa.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:SeeThrough1.png]]&lt;br /&gt;
&#039;&#039;&#039;Alien POV&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:SeeThrough2.png]]&lt;br /&gt;
&#039;&#039;&#039;XCOM POV&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=98718</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=98718"/>
		<updated>2020-11-25T12:11:10Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* XCOM Scamper */ Mention that the game won&amp;#039;t track scamper use count after reload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Cap==&lt;br /&gt;
&lt;br /&gt;
Critical hit chance (otherwise known as &#039;Crit&#039;) is capped at the current hit chance. This means that a soldier with 100 crit and a 1% chance to hit will only have a 1% chance to crit due to a -99 accuracy cap.&lt;br /&gt;
&lt;br /&gt;
==Bleed Out==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers and MECs uniquely will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to &#039;&#039;&#039;Bleed Out&#039;&#039;&#039; for 4-7 turns (turns can be increased with a &#039;&#039;&#039;respirator implant&#039;&#039;&#039; or the &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039; gene mod). &lt;br /&gt;
&lt;br /&gt;
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; = 10 x [Base_HP - Overkill_Damage]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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;Secondary Heart&#039;&#039;&#039; gene mod will always bleed out the first time his health reaches 0 each battle.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;Bleeding Out&#039;&#039;&#039;, a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 1 AP) by a medic with both a medikit and the &#039;&#039;&#039;Savior&#039;&#039;&#039; perk. If a soldier&#039;s &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; expires, the soldier will die (note: this can trigger your squad mates to panic).&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;
==Combat Readiness==&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit ends the turn with an action point remaining it activates &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;. Combat readiness grants +10 aim, +5 def, and -10% rocket scatter and lasts until the end of the unit&#039;s next turn.&lt;br /&gt;
&lt;br /&gt;
Units with &#039;&#039;&#039;Awareness&#039;&#039;&#039; gain double the benefit from Combat Readiness: +20 aim, +10 def, and -20% rocket scatter.&lt;br /&gt;
&lt;br /&gt;
Units that lose their steadied weapon 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;
Combat Readiness has no perk associated with it, but you can tell which units have the buff if you check their details (F1) or check their base HP color (it turns a lighter shade).&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: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Disables passive healing, strips all flat DR, -20 aim, -20% mobility, and -50% range for AoE attacks, indefinitely&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The only way to remove corrosion is through the use of a medikit. SHIVs cannot remove corrosion until the mission is complete.&lt;br /&gt;
&lt;br /&gt;
== Dash ==&lt;br /&gt;
&lt;br /&gt;
When a unit (alien or XCOM) spends both AP points to move at the same time (a &#039;yellow&#039; move) this is called &#039;&#039;&#039;dashing&#039;&#039;&#039; and increases movement by 20% (40% with the sprinter perk). Thus, a unit that dashes will be able to cover 2.4x it&#039;s mobility in tiles.&lt;br /&gt;
&lt;br /&gt;
== Disoriented ==&lt;br /&gt;
&lt;br /&gt;
Units hit by concussion grenades will become &#039;&#039;&#039;Disoriented&#039;&#039;&#039;: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1300px;&amp;quot;&amp;gt;&lt;br /&gt;
 Cancels overwatch and suppression, -20 defense, -20 will, -50 aim, -50% throw/ability range, -60% mobility, double scatter, lasts through 1 enemy turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enraged==&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, all other non-SHIV members gain the ability to &#039;&#039;&#039;Enrage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 650px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Enrage = &#039;&#039;&#039;3%&#039;&#039;&#039; x &#039;&#039;&#039;# of dead XCOM&#039;&#039;&#039; x &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enraged soldier:&lt;br /&gt;
&lt;br /&gt;
- Deals +50% weapon damage&lt;br /&gt;
&lt;br /&gt;
- Gains +50% mobility&lt;br /&gt;
&lt;br /&gt;
- Has a 50% chance for any action to cost 0 AP&lt;br /&gt;
&lt;br /&gt;
- Is immune to triggering non-suppression reaction fire&lt;br /&gt;
&amp;lt;/div&amp;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;
== Fatigued and Exhausted ==&lt;br /&gt;
&lt;br /&gt;
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each their turns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px; width: 100px;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Effect&lt;br /&gt;
! Chance (Modified by Campaign Length)&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|| Fatigued&lt;br /&gt;
|| 1 AP loss&lt;br /&gt;
|| 2% 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;
|| 0.2% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|}&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 8.1, regardless of what their mobility was on the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Warning&#039;&#039;&#039;: If the pilot is still hovering at 0 fuel they will be forced to land (and may land in a bad location).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grapple==&lt;br /&gt;
&lt;br /&gt;
Units with certain light armors gain the grapple ability. Using the Grapple costs 0 AP, avoids all reaction fire (including suppression), and can propel the soldier up to 15 tiles. Each armor only contains 1 grapple charge per battle.&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 requires 2 AP and will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the covert operative as he/she hacks the relay. 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;
== Holo Targeted ==&lt;br /&gt;
&lt;br /&gt;
Units that have been fired at by a weapon with &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; will become &#039;&#039;&#039;Holo Targeted&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Prevents concealment/stealth and grants +20 aim and +1 penetration to all shots at this unit for the next 3 turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Ground ==&lt;br /&gt;
&lt;br /&gt;
Units that are fighting in their home country gain the &#039;&#039;&#039;Home Ground&#039;&#039;&#039; bonus:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +10 will and +0.6 mobility&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunker Down==&lt;br /&gt;
&lt;br /&gt;
Any unit in cover can &#039;&#039;&#039;Hunker Down&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1030px;&amp;quot;&amp;gt;&lt;br /&gt;
 +50% DR from cover, x2 defense from cover, -50% chance to be hit by psionic attacks, lose all vision, ends the unit&#039;s turn&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;
==Maim==&lt;br /&gt;
&lt;br /&gt;
All sidearms have the &#039;&#039;&#039;Maim&#039;&#039;&#039; ability: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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;
==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 reaction shot against any unit that was overwatched and that acts or moves &amp;gt;1 tile. &lt;br /&gt;
&lt;br /&gt;
Reaction shots ignore cover def and cannot crit. The act going on overwatch does not trigger enemy reaction fire.&lt;br /&gt;
&lt;br /&gt;
=== Overwatch Indicators ===&lt;br /&gt;
The HUD icons for aliens will reveal who is overwatching you. A yellow 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 and XCOM will have a red eye icon above their soldier/pawn if they are on overwatch. The icon will blinking red/blue if your cursor is in a location the soldier/pawn can see and the soldier/pawn is on overwatch.&lt;br /&gt;
&lt;br /&gt;
[[File:Redeyeindicator.png]]&lt;br /&gt;
&lt;br /&gt;
The AP pips (action point indicators) on a character will be orange [danger of enemy reaction fire] if an enemy has that character under their overwatch or can perform another form of reaction fire against that character. &lt;br /&gt;
&lt;br /&gt;
[[File:OrangeAP.png]]&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
&lt;br /&gt;
All panicked units have an 70% chance to recover each turn. If they are going to recover, they will receive a popup saying they are &#039;&#039;&#039;Regaining Control&#039;&#039;&#039;; otherwise they will remain panicking. A single panic will last a maximum of 4 turns.&lt;br /&gt;
&lt;br /&gt;
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking damage or seeing their squad mates take damage. Exalt will panic less than XCOM and have only a 30% chance of triggering a panic roll when one of their panic events trigger.&lt;br /&gt;
&lt;br /&gt;
Exalt Chances to Panic:&lt;br /&gt;
*30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
*30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
*30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
XCOM Chances to Panic:&lt;br /&gt;
*They are hit for more than 30% of their remaining health (30 will test)&lt;br /&gt;
*A squad mate in vision dies (30 will test)&lt;br /&gt;
*A high level squad mate (&amp;gt;2 ranks) in vision dies (60 will test)&lt;br /&gt;
*A squad mate in vision panics (0 will test)&lt;br /&gt;
&lt;br /&gt;
==Pin Point Accuracy==&lt;br /&gt;
&lt;br /&gt;
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called Pinpoint Accuracy. It represents a soldier being so accurate that they are more likely to land a critical hit.&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 overwatch and/or a deflection shield. &lt;br /&gt;
&lt;br /&gt;
During the 1st and 2nd turn of each battle there is an 80% and 40% chance (respectively) that an alien pod which is revealed will be caught &#039;&#039;&#039;Off Guard&#039;&#039;&#039; and will not be able to &#039;&#039;&#039;Scamper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== XCOM Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit has completed his 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;: it can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn (a known won&#039;t-fix bug disables the check upon game reload, so you need to keep the count yourself in such a case to prevent the exploit) and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.)&lt;br /&gt;
&lt;br /&gt;
== Shaken ==&lt;br /&gt;
&lt;br /&gt;
Every soldier that dies will &#039;&#039;&#039;Shaken&#039;&#039;&#039; the remaining soldiers, lowering their will by 10 for each death witnessed. Psi Inspiration can clear this effect.&lt;br /&gt;
&lt;br /&gt;
== Smoke (In Smoke) ==&lt;br /&gt;
&lt;br /&gt;
To see the effects of being &#039;&#039;&#039;In Smoke&#039;&#039;&#039; click here:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 [[Cover_(LWR)#Smoke|Cover and Smoke]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shredded == &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;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Shred&#039;&#039;&#039;: Damage increased by 20 + x%, where x is 5 times all shred damage received, lasts for the remainder of the battle&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that shred damage calculates &#039;&#039;damage received&#039;&#039;, not &#039;&#039;damage dealt&#039;&#039;, so damage resistance does not reduce the amount of shred applied.&lt;br /&gt;
&lt;br /&gt;
==Steady Weapon==&lt;br /&gt;
&lt;br /&gt;
Steadying a weapon increase a unit&#039;s aim and crit by 50 and penetration by 1 on its next shot. It reduces rocket scatter by 50%. Steady is lost if unit acts, moves, is hit, or changes weapons. Steady is converted into Combat Readiness (+10 aim, +5 def, -10% rocket scatter) 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 unit can see an enemy. Steadying a weapon does not trigger 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: 1150px;&amp;quot;&amp;gt;&lt;br /&gt;
 Gain +2 HP regeneration/turn, +1.2 mobility, +10 aim, +15 will, immunity to crits/fatigued/exhausted, +20% DR, lasts through 4 enemy turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LWR)&amp;diff=98717</id>
		<title>Soldiers (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LWR)&amp;diff=98717"/>
		<updated>2020-11-25T11:55:00Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Add a reminder to scroll soldier slots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers are those who risks their lives going on [[Missions_(LWR)|missions]]. On mission squad setup screen, an arbitrary mix of soldier classes (and [[S.H.I.V._(LWR)|SHIVs]]) can be chosen for the task at hand. Soldier slots can be scrolled with arrows when higher squad sizes are available, e.g., on all UFO missions.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. You have some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Scout-Sniper, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk. When assigned to become a MEC each specialism creates one MEC class.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px 20px;&amp;quot; | Specialism || style=&amp;quot;padding: 5px 15px;&amp;quot; | Soldier Classes || style=&amp;quot;padding: 5px 15px;&amp;quot; | MEC Class&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Sniper-Scout&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding: 3px 15px;&amp;quot; | [[File:CLASS_SNIPER.png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Sniper&#039;&#039; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;padding-left: 15px;&amp;quot; | [[File:Class Jaeger (Long War).png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Jaeger&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 3px 15px;&amp;quot; | [[File:Class Scout (Long War).png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Scout&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Tactical&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding-left: 15px;&amp;quot; | [[File:Class Infantry (Long War).png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Infantry&#039;&#039; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;padding-left: 15px;&amp;quot; | [[File:Class Marauder (Long War).png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Marauder&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 3px 15px;&amp;quot; | [[File:CLASS_ASSAULT.png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Assault&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Weapons&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding: 3px 15px;&amp;quot; | [[File:CLASS_HEAVY.png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Gunner&#039;&#039; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;padding-left: 15px;&amp;quot; | [[File:Class Goliath (Long War).png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Goliath&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 3px 15px;&amp;quot; | [[File:Class Rocketeer (Long War).png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Rocketeer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Support&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding: 3px 15px;&amp;quot; | [[File:CLASS_SUPPORT.png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Medic&#039;&#039; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;padding-left: 15px;&amp;quot; | [[File:Class Shogun (Long War).png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Shogun&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 15px;&amp;quot; | [[File:Class Engineer (Long War).png|26px]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;Engineer&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Long War Rebalance classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner&#039;s ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Medic can cancel out overwatch fire for the Assault using Concussion Grenades with Smoke and Mirrors, allowing the Assault to move up, providing cover with a Smoke Grenade afterwards.&lt;br /&gt;
&lt;br /&gt;
==Retraining==&lt;br /&gt;
&lt;br /&gt;
You can reset the perks of any soldier at a rank of LCPL or higher but they will suffer 15 days of fatigue.&lt;br /&gt;
&lt;br /&gt;
Only healthy soldiers are candidates to be retrained.&lt;br /&gt;
&lt;br /&gt;
You can access this by clicking on the soldier in the barracks and then accessing their perks. Once there, a button on the bottom right of the screen called &amp;quot;RETRAIN SOLDIER&amp;quot; should appear.&lt;br /&gt;
&lt;br /&gt;
This can be useful if you find a certain build was working for you previously but is not competitive enough in the later game.  &lt;br /&gt;
&lt;br /&gt;
Also, if you require a certain type of soldier, you could reset perks to turn, for example, a shooter engineer into a support engineer.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(LWR)&amp;diff=98713</id>
		<title>Equipment (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(LWR)&amp;diff=98713"/>
		<updated>2020-11-24T12:56:09Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Special Ammunition */ Fix a wrong dep&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_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, all regular soldiers have 2 &#039;&#039;&#039;equipment slots&#039;&#039;&#039; from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots.&lt;br /&gt;
&lt;br /&gt;
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the &#039;&#039;Alien Grenades&#039;&#039; Foundry project.&lt;br /&gt;
&lt;br /&gt;
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.&lt;br /&gt;
&lt;br /&gt;
Most items have a weight, which is represented as a movement penalty. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.2 or more, and a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as &#039;&#039;Packmaster&#039;&#039;, &#039;&#039;Grenadier&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039; do not increase the weight and do not provide additional movement penalties.&lt;br /&gt;
&lt;br /&gt;
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Since most items provide a movement penalty, this effectively gives you a small movement bonus.&lt;br /&gt;
&lt;br /&gt;
==Soldier equipment==&lt;br /&gt;
===Platings===&lt;br /&gt;
In Long War Rebalance, the aliens hits hard. Fortunately, you have access to platings that can be worn in addition to regular armor, providing more survivability. A soldier can only equip one plating at a time.&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; {{Usable by (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; {{Damage reduction (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ceramic Plates Long War.png|128px|link=Equipment (LWR)#Protective gear|Ceramic Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Ceramic Plating]]&#039;&#039;&#039;||All soldiers||-0.6||+2||+1|| || ||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:Alloy Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Alloy Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Alloy Plating]]&#039;&#039;&#039;||All soldiers||-0.6||+4||+1|| || ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reinforced Armor Long War.png|128px|link=Equipment (LWR)#Protective gear|Reinforced Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Reinforced Plating]]&#039;&#039;&#039;||All soldiers||-1.2||+3||+2.5|| || ||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|14&amp;lt;br /&amp;gt;(21)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chittin Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Chitin Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Chitin Plating]]&#039;&#039;&#039;||All soldiers|| ||+2||+1|| ||Reduces melee damage by 40%&amp;lt;br /&amp;gt;Prevents strangulation||[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)||10 [[Alien Artifacts (LWR)#Aliens|Chryssalid Carcasses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerative Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Regenerative Plating]]&#039;&#039;&#039;||All soldiers||-0.6||+3|| ||{{ Repair Servos (LWR) }}|| ||[[Research (LWR)#Armor, MECs, and SHIVs|Mobile Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|18&amp;lt;br /&amp;gt;(27)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||36&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous gear===&lt;br /&gt;
Unlike strictly protective items, these items offer a range of other benefits.&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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers|| || || || ||{{ Steadfast (LWR) }}|| ||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:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Proximity Sensor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Proximity Sensor]]&#039;&#039;&#039;||All soldiers|| || ||+5||{{ Tracker (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]&#039;&#039;&#039;||All soldiers||+0.6|| ||+5|| ||Prevents strangulation&amp;lt;br /&amp;gt;Automatic bleed out on first drop&amp;lt;br /&amp;gt;Increases bleed out time by 2 turns&amp;lt;br&amp;gt;Reveals the bleed out timer||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Extrasensory Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Extrasensory Vest]]&#039;&#039;&#039;||All soldiers||-0.6|| || ||{{ Awareness (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||26&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]&#039;&#039;&#039;||All soldiers|| || || || ||Sets mobility to 8.7 at the beginning of any mission||[[Research (LWR)#Armor, MECs, and SHIVs|Advanced Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fuel Cell Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Fuel Cell]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Fuel Cell]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;SHIV units||+2.5|| || || ||Increases flight fuel by 14&amp;lt;br /&amp;gt;Double fuel with the &#039;&#039;Advanced Flight&#039;&#039; Foundry project||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|24&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&#039;&#039;&#039;||Non-Private soldiers&amp;lt;br /&amp;gt;MEC troopers|| ||+10||+5|| ||+5 aim and crit&amp;lt;br&amp;gt;Increases XP gained by 100%||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neuroregulator Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Neuroregulator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Neuroregulator]]&#039;&#039;&#039;||Psionic soldiers||+0.6||+10|| || ||Increases Psi XP gained by 100%||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mind Shield Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Psi Frayer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Psi Frayer]]&#039;&#039;&#039;||Psionic soldiers||-0.6||+15|| ||{{ Mind Fray (LWR) }}||Prevents strangulation||[[Research (LWR)#Alien Autopsies|Sectoid Commander Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(17)||5 [[Alien Artifacts (LWR)#Aliens|Sectoid Commander Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Screen Long War.png|128px|link=Equipment (LWR)#Protective gear|Psi Retaliator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Psi Retaliator]]&#039;&#039;&#039;||Psionic soldiers|| ||+10|| ||{{ Neural Feedback (LWR) }}||+0.5 Damage Resistance||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(18)||1 [[Alien Artifacts (LWR)#Aliens|Mechtoid Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sightings===&lt;br /&gt;
In Long War Rebalance, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of accessories that make this job easier. &lt;br /&gt;
&lt;br /&gt;
Weapon sightings apply their bonus to primary weapons only and each unit can only equip one at a time.&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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SCOPE Long War.png|128px|link=Equipment (LWR)#Weapon attachments|SCOPE]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|SCOPE]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units|| ||+5||+10|| || ||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28||[[Foundry (LWR)#General Equipment Upgrades|SCOPE Upgrade]] (1)&amp;lt;br /&amp;gt;[[Equipment (LWR)#Weapon attachments|Neural Gunlink]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman Scope]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Marksman Scope]]&#039;&#039;&#039;||Scouts|| ||+5||+5||{{ Squadsight (LWR) }}||Reduces the squadsight penalty to -2 aim per tile further than 20 tiles&amp;lt;br&amp;gt;Can only be equipped with strike rifles||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||12||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]&#039;&#039;&#039;||All soldiers||-0.6||+10|| ||{{ Executioner (LWR) }}|| ||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&amp;lt;br /&amp;gt;Provided by a Mexican starting bonus||200||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Neural Gunlink]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Neural Gunlink]]&#039;&#039;&#039;||Psionic soldiers|| ||+15||+15|| || ||[[Research (LWR)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(18)||1 [[Equipment (LWR)#Weapon attachments|SCOPE]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Attachments===&lt;br /&gt;
Like weapon sightings, these attachments can improve a weapons ability to hit and crit enemy targets.&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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Laser Sight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Laser Sight]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units|| || ||+15|| || ||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:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Targeting Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Targeting Module]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units|| || ||+10|| ||+1 damage during critical hits||[[Research (LWR)#Xenology|Xenobiology]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Alloy Bipod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Alloy Bipod]]&#039;&#039;&#039;||All soldiers||-0.6|| || ||{{ Platform Stability (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||10||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition Modifiers===&lt;br /&gt;
In addition to attaching unique items to your weapons, you can augment your ammo sources increasing damage, capacity, and offering other benefits. You can only equip one ammo capacity increasing item at a time.&lt;br /&gt;
&lt;br /&gt;
Ammunition modifiers only affect primary weapons. &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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Damage bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|High Cap Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|High Cap Mags]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units|| || || || ||Non-electric primary weapons gain +1 ammo&amp;lt;br /&amp;gt;Can&#039;t be equipped with Drum Mags||colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Drum Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|Drum Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Drum Mags]]&#039;&#039;&#039;||All soldiers (except Rookies)||-0.6|| || ||{{ Flush (LWR) }}||Non-electric primary weapons gain +2 ammo&amp;lt;br /&amp;gt;Only affects Ballistic and Gauss [[Primary Weapons (LWR)#Carbines|Carbines]], [[Primary Weapons (LWR)#Assault Rifles|Assault Rifles]] and [[Primary Weapons (LWR)#Battle Rifles|Battle Rifles]]&amp;lt;br /&amp;gt;Can&#039;t be equipped with High Cap Mags||colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units|| ||+1|| || ||Only affects Ballistic and Gauss weapons||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units|| ||+1|| || ||Only affects Beam and Pulse Laser weapons||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Reaper Pack]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Reaper Pack]]&#039;&#039;&#039;||All soldiers|| || ||+25|| ||Primary weapon range penalties are doubled&amp;lt;br /&amp;gt;Only affects Beam and Pulse Laser weapons||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (LWR)#Special ammunition|Plasma Stellerator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Plasma Stellerator]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units|| ||+2|| || ||Only affects Plasma weapons&amp;lt;br&amp;gt;Primary weapons gain +50% weapon damage when targeting units with distortion||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Plasma]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Ammunition===&lt;br /&gt;
In addition to augmenting your ammo sources, you can also change them with one of the following ammo types. Only one ammo type can be equipped at a time.&lt;br /&gt;
&lt;br /&gt;
All special ammunition is restricted to &#039;&#039;&#039;Ballistic and Gauss weapons only&#039;&#039;&#039;.&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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Breaching Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Breaching Ammo]]&#039;&#039;&#039;||Soldiers with Shotguns|| ||-10|| ||Nullifies the DR that &#039;&#039;&#039;hardened&#039;&#039;&#039; targets receive&amp;lt;br&amp;gt;Primary weapon only||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Ammo.png|128px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Shredder Ammo]]&#039;&#039;&#039;||Infantry&amp;lt;br&amp;gt;Medics&amp;lt;br&amp;gt;Assaults&amp;lt;br&amp;gt;Engineers&amp;lt;br&amp;gt;Scouts|| || ||{{ Shredder (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]&#039;&#039;&#039;||Soldiers with Assault Rifles, Carbines, or Battle Rifles&amp;lt;br&amp;gt;MEC troopers&amp;lt;br&amp;gt;SHIV units|| || || ||+1 penetration&amp;lt;br /&amp;gt;Primary weapon only||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(18)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flak Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Flak Ammo]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units|| || || ||Primary weapon only&amp;lt;br&amp;gt;Gain +4 damage against flying units that are aloft||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Explosives===&lt;br /&gt;
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. Explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take (down to 50% damage at the periphery).&lt;br /&gt;
&lt;br /&gt;
Grenades gain an extra charge with the Packmaster perk and the Grenadier perk.&lt;br /&gt;
&lt;br /&gt;
Rockets gain an extra charge with the Shock and Awe perk.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!{{Item name (LWR)}}!!{{Usable by (LWR)}}!!{{Mobility bonus (LWR)}}!!{{Weapon damage (LWR)}}!!{{Weapon range (LWR)}}!!{{Blast radius (LWR)}}!!{{Special properties (LWR)}}!!{{Item source (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Rocket]]&#039;&#039;&#039;||Rocketeers||-0.6||x1||18.7||5||Provides an extra regular rocket||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Javelin Rocket]]&#039;&#039;&#039;||Rocketeers||-0.6||x2||18.7||2||Provides a Javelin rocket&amp;lt;br&amp;gt;No environmental damage&amp;lt;br&amp;gt;Shreds any unit it hits||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|AP Grenade]]&#039;&#039;&#039;||All soldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||10||2||Cover blocks the effect&amp;lt;br&amp;gt;+2 penetration&amp;lt;br&amp;gt;+1 damage with the &#039;&#039;Alien Grenades&#039;&#039; Foundry project||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|HE Grenade]]&#039;&#039;&#039;||All soldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||7.5||2||+3 damage with the &#039;&#039;Alien Grenades&#039;&#039; Foundry project||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Alien Grenade]]&#039;&#039;&#039;||All soldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br /&amp;gt;(6-8)||10||2||Can&#039;t be equipped with Plasma Grenades||The &#039;&#039;Alien Grenades&#039;&#039; Foundry project provides an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Plasma Grenade]]&#039;&#039;&#039;||All soldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br /&amp;gt;(8-12)||10||2||+4 penetration&amp;lt;br&amp;gt;Can&#039;t be equipped with Alien Grenades||The &#039;&#039;Alien Grenades&#039;&#039; Foundry project provides an unlimited supply&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Support grenades===&lt;br /&gt;
Support grenades deal no damage but can still be extremely effective. All of these items gain an extra charge with the Packmaster perk and the Smoke and Mirrors perk.&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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Smoke Grenade]]&#039;&#039;&#039;||All soldiers||-0.6||10||3.5||Spawns smoke at the target location through 2 enemy turns&amp;lt;br /&amp;gt;Grants [[Cover_(LWR)#Smoke|&#039;&#039;&#039;In Smoke&#039;&#039;&#039;]] to all units within the smoke||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:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Acid Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Acid Grenade]]&#039;&#039;&#039;||All soldiers||-0.6||10||3||Spawns an acid cloud at the target location through 2 enemy turns&amp;lt;br /&amp;gt;Applies [[Other_Abilities_(LWR)#Corrosion|&#039;&#039;&#039;Corrosion&#039;&#039;&#039;]] to all units within the cloud or entering the cloud||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||15 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Concussion Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Concussion Grenade]]&#039;&#039;&#039;||All soldiers||-0.6||10||4||Cover blocks the effect&amp;lt;br /&amp;gt;[[Other_Abilities_(LWR)#Disoriented|&#039;&#039;&#039;Disorients&#039;&#039;&#039;]] enemies&amp;lt;br /&amp;gt;Does not affect robotic units&amp;lt;br /&amp;gt;Can&#039;t be equipped with Psi Grenades||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:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Psi Grenade]]&#039;&#039;&#039;||Psionic soldiers|| ||12.5||6||Cover blocks the effect&amp;lt;br /&amp;gt;[[Other_Abilities_(LWR)#Disoriented|&#039;&#039;&#039;Disorients&#039;&#039;&#039;]] enemies&amp;lt;br /&amp;gt;Does not affect robotic units&amp;lt;br /&amp;gt;Can&#039;t be equipped with Concussion Grenades||[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(4)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (LWR)#Support grenades|Mimic Beacon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Mimic Beacon]]&#039;&#039;&#039;||Psionic soldiers||-0.6||10||8||Spawns a beacon at the target location through 2 enemy turns&amp;lt;br /&amp;gt;Aliens must succeed a will check or move towards the beacon&amp;lt;br /&amp;gt;The will check&#039;s difficulty scales with the throwing soldier&#039;s will&amp;lt;br /&amp;gt;Does not affect allies or robotic units||[[Research (LWR)#Xenology|Alien Communications]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(30)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility devices===&lt;br /&gt;
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges.&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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]&#039;&#039;&#039;||Scouts|| ||7.5||11.2||Spawns a battle scanner at the target location through 2 enemy turns&amp;lt;br&amp;gt;Grants +5 aim against any enemy within the area&amp;lt;br /&amp;gt;Reveals the area, including stealthed units||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:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Medikit]]&#039;&#039;&#039;||All soldiers||-0.6||1.8||Single Target||Can be used on self or nearby soldier to remove acid and heal 3 HP&amp;lt;br /&amp;gt;Can be used to stabilize a critically wounded soldier&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Field Medic perk||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:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Combat Stims]]&#039;&#039;&#039;||All soldiers||-0.6||Self||Self||Use on self (0 AP cost) to become [[Other_Abilities_(LWR)#Stimmed|&#039;&#039;&#039;Stimmed&#039;&#039;&#039;]] for 4 turns&amp;lt;br /&amp;gt;||[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Elerium Emitter]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Elerium Emitter]]&#039;&#039;&#039;||Psionic soldiers|| ||5||0.48||3 charges&amp;lt;br&amp;gt;Grants +2 damage resistance to the carrier&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealths&#039;&#039;&#039; a friendly unit through 1 enemy turn&amp;lt;br /&amp;gt;Does not affect enemies, panicked units, or units with the Concealment perk||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(45)||15 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV equipment==&lt;br /&gt;
&lt;br /&gt;
Mechanized units have a lot of versatility. A lot of that versatility comes from the items listed below.&lt;br /&gt;
&lt;br /&gt;
Note that none of these items can be equipped more than once, but MEC troopers and SHIVs can equip several of the items listed above for regular soldiers.&lt;br /&gt;
&lt;br /&gt;
=== MEC and SHIV ===&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; {{Usable by (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; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|Ammo Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Ammo Module]]&#039;&#039;&#039;||MEC troopers&amp;lt;br /&amp;gt;SHIV units||-0.6|| || || || ||Grants +1 ammo|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]&#039;&#039;&#039;||MEC troopers&amp;lt;br /&amp;gt;SHIV units|| ||+5|| || || ||Can&#039;t be equipped with Core Armoring||[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||28&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Core Armoring Long War.png|128px|link=Equipment (LWR)#MEC equipment|Core Armoring]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Core Armoring]]&#039;&#039;&#039;||MEC troopers&amp;lt;br /&amp;gt;SHIV units||-0.6||+4|| || || ||Grants +2 damage resistance&amp;lt;br&amp;gt;Can&#039;t be equipped with Alloy Carbide Plating||[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Computer Long War.png|128px|link=Equipment (LWR)#MEC equipment|Battle Computer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Battle Computer]]&#039;&#039;&#039;||MEC troopers&amp;lt;br /&amp;gt;SHIV units||-0.6|| ||+10||+10||+10|| ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(38)||1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MEC Only ===&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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Incinerator Module]]&#039;&#039;&#039;||MEC troopers|| ||Grants +1 charge to the [[Weapons (LWR)#MEC secondary weapons|Flamethrower]]&amp;lt;br&amp;gt;Increases [[Weapons (LWR)#MEC secondary weapons|Flamethrower]] damage by 5||[[Research (LWR)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|The Thumper]]&#039;&#039;&#039;||MEC troopers|| ||Increases [[Secondary Weapons (LWR)#MEC secondary weapons|Kinetic Strike Module]] penetration by 10||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SHIV Only ===&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; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Motion Tracker Long War.png|128px|link=Equipment (LWR)#SHIV modules|Motion Tracker]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Motion Tracker]]&#039;&#039;&#039;||SHIV units|| ||+10|| ||1 charge&amp;lt;br&amp;gt;When used, displays a 25 tile radius radar with color signals:&amp;lt;br /&amp;gt;* Blue: Friendly units&amp;lt;br /&amp;gt;* White: Human civilians&amp;lt;br /&amp;gt;* Red: Aliens and gene modded Exalt&amp;lt;br /&amp;gt;* Yellow: Meld canisters&amp;lt;br /&amp;gt;* Green: Bombs and power nodes&amp;lt;br /&amp;gt;Can display cloaked units|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autoloader Long War.png|128px|link=Equipment (LWR)#SHIV modules|Targeting Motor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Targeting Motor]]&#039;&#039;&#039;||SHIV units|| ||+10||{{ Mayhem (LWR) }}|| ||[[Foundry (LWR)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Holo Targeter Long War.png|128px|link=Equipment (LWR)#SHIV modules|Holo Charger]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Holo Charger]]&#039;&#039;&#039;||SHIV units||0.6|| ||{{ Holo Rounds (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Drone Autopsy]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]&#039;&#039;&#039;||SHIV units|| ||+15||{{ Predictive Tracking (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smartshell Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Smartshell Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Smartshell Pod]]&#039;&#039;&#039;||SHIV units|| ||+10||{{ Flush (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Damage Control Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Shielding Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Shielding Pod]]&#039;&#039;&#039;||SHIV units|| || ||{{ Absorption Fields (LWR) }}|| ||[[Research (LWR)#Alien Interrogations|Muton Interrogation]]&amp;lt;br&amp;gt;New Combat Systems||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (LWR)#SHIV modules|AutoSentry Turret]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|AutoSentry Turret]]&#039;&#039;&#039;||SHIV units|| || ||{{ Reactive Targeting Sensors (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (LWR)#SHIV modules|Weapon Supercooler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Weapon Supercooler]]&#039;&#039;&#039;||SHIV units||-0.6|| ||{{ Light &#039;Em Up (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Elerium Turbos]]&#039;&#039;&#039;||SHIV units||+2.5|| || || ||[[Research (LWR)#Materials and Aerospace|Elerium]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|16&amp;lt;br /&amp;gt;(24)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||12&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>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Start_Bonuses_(LWR)&amp;diff=98685</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=98685"/>
		<updated>2020-11-24T01:27:34Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Fix a copy-pasto from code&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 beginning of a campaign, you must select 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 starting bonuses to choose from. Some countries also offer an &amp;quot;On Our Own&amp;quot; start which confers no special bonuses.&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;6&amp;quot; style=&amp;quot;background-color: #eaecf0; min-width:84px;&amp;quot; | &#039;&#039;&#039;Africa&#039;&#039;&#039; &lt;br /&gt;
| 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;
| style=&amp;quot;min-width:80px;&amp;quot; | §960 &lt;br /&gt;
| style=&amp;quot;min-width:84px; color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;For the Sake of Glory&#039;&#039;&#039;&#039;&#039; || Start with Advanced Repair foundry project, which reduces repair time by 25% for aircraft, mechanized units, and damaged soldier gear.&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; || rowspan =&amp;quot;3&amp;quot; | §560 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Pax Nigeriana&#039;&#039;&#039;&#039;&#039; || All non-mechanical units start with +0.6 mobility.&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; || Converting soldiers to MECs costs no meld.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;On Our Own&#039;&#039;&#039;&#039;&#039; || -&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; || rowspan =&amp;quot;2&amp;quot; | §480 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Resourceful&#039;&#039;&#039;&#039;&#039; || Start with Alien Metallurgy foundry project (+50% bonus alien alloys).&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 non-mechanical units start with +2hp.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan =&amp;quot;12&amp;quot;  style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;Asia&#039;&#039;&#039; || [[File:Flag of Australia.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Australia&#039;&#039;&#039; || §880 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Per Ardua Ad Astra&#039;&#039;&#039;&#039;&#039; || All non-mechanical units start with +1 HP, +2 aim, and +2 will.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;3&amp;quot; | [[File:Flag of China.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;China&#039;&#039;&#039; || rowspan =&amp;quot;3&amp;quot; | §720 || 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 8 extra engineers in your 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;Xenological Remedies&#039;&#039;&#039;&#039;&#039; || 7x credits from alien corpses and wreck sales.&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; || 75% reduction in genemod meld and Credits cost and modification time. &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; || rowspan =&amp;quot;3&amp;quot; | §800 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jai Vidwan&#039;&#039;&#039;&#039;&#039; || Increases the bonus research from laboratories/lab adjacencies to +45/15% (from +30/10%) and gain double scientists from all abductions. &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; || Start with 2 additional Interceptors, 4 UFO Power Sources, and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs].&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) and 12 extra scientists in your base.     &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;5&amp;quot; | [[File:Flag of Japan.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Japan&#039;&#039;&#039; || rowspan =&amp;quot;5&amp;quot; | §720 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ring of Fire&#039;&#039;&#039;&#039;&#039; || Thermogenerators are free to produce and have no upkeep. Start with 6 steam vents with no location restrictions (instead of 1 steam vent restricted to the 4th floor) and all elevators built. &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; || SHIVs receive +20 aim, and you start the campaign with 4 extra SHIVs.&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 Commander&#039;&#039;&#039;&#039;&#039; || Start with a Japanese Master Sergeant 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;Robotics&#039;&#039;&#039;&#039;&#039; || +10 aim bonus for new SHIV&#039;s and MEC troopers.&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;On Our Own&#039;&#039;&#039;&#039;&#039; || -&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;Europe&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | [[File:Flag of France.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;France&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | §720 || 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 60% faster, fulfilled requests provide 60% additional defense, and intel scans cost 60% less. &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 20 additional soldiers. &lt;br /&gt;
|- &lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | [[File:Flag of Germany.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Germany&#039;&#039;&#039; || rowspan =&amp;quot;4&amp;quot; | §640 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Skunkworks&#039;&#039;&#039;&#039;&#039; || Start with a Workshop, and the Foundry, and the Repair Bay built on the 3rd floor (right side) as well as 3 fission generators built on the 4th floor (right side)&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 3 Fission generators built on the 4th floor (right side). Facility construction time is reduced by 85%. &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;NeoPanzers&#039;&#039;&#039;&#039;&#039; || 45% reduction in credits, 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;On Our Own&#039;&#039;&#039;&#039;&#039; || -  &lt;br /&gt;
|- &lt;br /&gt;
| rowspan =&amp;quot;2&amp;quot; | [[File:Flag of Russia.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Russia&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | §960 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Sukhoi Company&#039;&#039;&#039;&#039;&#039; || Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +5% to hit, +15% penetration, and +5s interception time, respectively. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Roscosmos&#039;&#039;&#039;&#039;&#039; || All satellites cost 50% less to build and start with a satellite nexus (instead of a satellite uplink).&lt;br /&gt;
|- &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of UK.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;United Kingdom&#039;&#039;&#039; || rowspan =&amp;quot;3&amp;quot; | §720 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Special Air Service&#039;&#039;&#039;&#039;&#039; || All non-mechanical units start with +6 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 Armoured Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 5%, respectively. &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Sandhurst&#039;&#039;&#039;&#039;&#039; || 15% reduction in mission fatigue and missions required to unlock Officer Training School projects. &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;North America&#039;&#039;&#039; ||rowspan =&amp;quot;2&amp;quot; | [[File:Flag of Canada.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Canada&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | §640 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Advanced Preparations&#039;&#039;&#039;&#039;&#039; || Start with all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, left of elevator), and a fission generator (1st floor, far right) built. &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; || Eight of your initial soldiers start at the Lance Corporal rank.&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; || rowspan =&amp;quot;3&amp;quot; | §720 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Wealthy Benefactor&#039;&#039;&#039;&#039;&#039; || Start with 1400 bonus Credits.   &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;Ancient Artefacts&#039;&#039;&#039;&#039;&#039; || Start the campaign with an Illuminator Gunsight and Cognitive Enhancer.  &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; || 12 bonus will, only for the purposes of psionic training. &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | [[File:Flag of USA.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;United States&#039;&#039;&#039; || rowspan =&amp;quot;4&amp;quot; | §480 || 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 are free and XTPs provide triple experience.    &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 all elevators built. Excavation costs are reduced by 65%.  &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; || 70% reduction in time to complete autopsies and interrogations. &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;On Our Own&#039;&#039;&#039;&#039;&#039; || -&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;South America&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | [[File:Flag of Argentina (bordered).png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Argentina&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | §1,600 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Patriae Semper Vigilis&#039;&#039;&#039;&#039;&#039; || All non-mechanical units start with +6 will. &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; || Double credit, scientist, and engineer rewards from abduction missions.  &lt;br /&gt;
|- &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of Brazil.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Brazil&#039;&#039;&#039; || rowspan =&amp;quot;3&amp;quot; | §1,440 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jungle Scouts&#039;&#039;&#039;&#039;&#039; || All non-mechanical units start with +1 HP. Start with Improved Medkit [+1 Medkit healing], Advanced Surgery [Soldier wound times decreased by 15%], and Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- 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 100 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%)&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;On Our Own&#039;&#039;&#039;&#039;&#039; || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cover_(LWR)&amp;diff=98678</id>
		<title>Cover (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cover_(LWR)&amp;diff=98678"/>
		<updated>2020-11-23T01:31:05Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Undo revision 98677 by Man of Letters (talk) --- the note was already there&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
==Basics of Cover==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover&#039;&#039;&#039; provides three primary benefits: an increase in defense, an increase in Damage Resistance (DR), and a decreased chance to be critically hit relative to units without cover. Furthermore, cover can obstruct &#039;&#039;&#039;Line of Sight&#039;&#039;&#039;, allowing you to sneak up on enemy pods undetected or avoid being targeted in combat.&lt;br /&gt;
&lt;br /&gt;
==Defensive Benefits==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:340px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;Partial Cover&#039;&#039;&#039;: +30 defense and 30% DR&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Full Cover&#039;&#039;&#039;: +50 defense and 50% DR&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These represent substantial increases from Long War 1.0.&lt;br /&gt;
&lt;br /&gt;
Hunkering down doubles the base defense provided by cover, gives an additional 50% DR and immunity to critical hits, and reduces psionic hit chances by 50%. The officer perk [[Abilities_List_(LWR)#Inspired Tenacity|Inspired Tenacity]] has a similar effect with respect to damage reduction, providing an additional 20% DR that stacks multiplicatively with the benefits provided by hunkering.&lt;br /&gt;
&lt;br /&gt;
A unit that is &#039;&#039;&#039;Exposed&#039;&#039;&#039; (that is, lacks cover) or &#039;&#039;&#039;Flanked&#039;&#039;&#039; (see below) grants opponents +50% critical chance against it. Flying enemies do not provide attackers with this bonus. &#039;&#039;&#039;Hardened&#039;&#039;&#039; targets have a -60% critical chance modifier so even when exposed they are still difficult to land a critical hit on.&lt;br /&gt;
&lt;br /&gt;
== 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 (please note the targeting indicator for smoke grenades can be slightly inaccurate) through 2 enemy turns. Any unit within a tile filled with smoke will receive the &#039;&#039;&#039;In Smoke&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Smoke acts similar to cover with a few differences. The first obvious difference is that smoke is NOT cover so it does not trigger any abilities that rely on cover (e.g. Will to Survive). However, smoke does reduce aim against units inside of the smoke by 30 and does prevent an exposed critical bonus against them, just like partial cover does. Smoke even prevents the critical bonus from being in &#039;&#039;&#039;Point Blank&#039;&#039;&#039; to another unit. On the other hand, smoke does not provide any damage resistance and actually reduces the aim of units within the smoke by 15.&lt;br /&gt;
&lt;br /&gt;
Smoke also has another important benefit that cover does not have: &#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:1140px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;In Smoke&#039;&#039;&#039;: -15 aim, +30 defense, does not trigger non-suppression reaction shots, and has no flanked/exposed/point blank crit bonus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 2 upgrades to regular smoke:&lt;br /&gt;
*&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;: Smoke grenades are infused with stimulants and nanobots that grants +10 will and heal 35% of any damage received while in the smoke (does not work on purely mechanical units)&lt;br /&gt;
*&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;: Smoke grenades grant an additional +20 defense (+50 defense total) and applies the smoke aim/defense modifications to psionic attacks as well&lt;br /&gt;
&lt;br /&gt;
==Line of Sight==&lt;br /&gt;
Most full cover (&#039;&#039;&#039;not all full cover&#039;&#039;&#039;) has the advantage of breaking Line of Sight for all units on the same plane of elevation. This can allow XCOM operatives to close in on pods that have yet to be activated without provoking them. This can also lead to frustrating scenarios where a random tree can block a sniper from getting a shot on a flying target.&lt;br /&gt;
&lt;br /&gt;
Elevation can effect line of sight: higher elevations can negate the sight-blocking properties of high cover, and lower elevations can make even low cover block line of sight. The latter is most commonly seen in forest maps; in general, two elevations of low cover is equivalent to high cover for line of sight blocking.&lt;br /&gt;
&lt;br /&gt;
Units standing in cover can &amp;quot;peak&amp;quot; around it or &amp;quot;step out&amp;quot; to perform shots or throw items. Generally speaking, any unit in cover who is ordered to attack a target or use an item will automatically &amp;quot;step out&amp;quot; and temporarily move to an adjacent square before firing, if doing so is necessary to gain line of sight on a target. A step out can only be performed if the destination square is unobstructed, with some exceptions, and the step out shot doesn&#039;t count as actual movement and so won&#039;t provoke suppression or overwatch. For the purposes of line of sight, then, a unit is treated as occupying any square it can get a step out shot on, but this additional square doesn&#039;t grant additional attack range.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to remember that while step out shots affect &#039;&#039;line&#039;&#039; of sight, they don&#039;t change a units sight distance &#039;&#039;until the unit actually performs the step out shot&#039;&#039;. If an unactivated pod of aliens is positioned one tile out of vision range, a unit sitting in cover can&#039;t see or target them normally, but &#039;&#039;will&#039;&#039; activate them if the unit performs a step out attack that brings the unit closer to the aliens.&lt;br /&gt;
&lt;br /&gt;
==Negating Cover==&lt;br /&gt;
Cover only provides it&#039;s protection in a specific direction. A unit can be Flanked by moving parallel to or past the cover, which completely removes all benefits provided by the cover for attacks made by the flanking unit as well as granting the attacker a +50% critical chance bonus. Note that cover continues to apply it&#039;s full defensive benefit until the unit is flanked, unless the Aiming Angles second wave option is enabled. Furthermore, a unit is granted the benefit of the best possible cover it can apply against a particular attacker, assuming said cover is not flanked relative to the attacker; a unit protected by bi-directional corner cover which is flanked relative to only one of the two directions still can apply the protection of the other direction against attackers and isn&#039;t counted as flanked, while a unit not flanked relative to either direction applies the benefit of the better of the two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Units that trigger reaction fire by taking an action in cover do not benefit from the Defense bonus of cover, but the DR bonus and crit negation effects still apply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cover can be destroyed by bullets or explosions, and any unit left without cover is Exposed. Cover is generally a little tougher to destroy than it is in vanilla due to increased health and reworked mechanics; firearms of all types take much longer to destroy cover as they receive a significant penalty to the damage they deal relative to explosives, while the damage falloff explosives suffer based on distance from the origin of the explosion, which was introduced in Long War, mean that they&#039;ll no longer reliably blow up everything highlighted in red like they tended to do in vanilla. This can be counteracted by perks such as [[Abilities_List_(Long_War)#Sapper|Sapper]], which makes explosives deal triple damage to all cover and destructible terrain, and [[Abilities_List_(LWR)#Tandem_Warheads|Tandem Warheads]], which removes the damage falloff. Either one is typically sufficient to turn explosives into highly reliable cover destruction tools.&lt;br /&gt;
&lt;br /&gt;
If two units are within 1 tile of each other, they will gain a &#039;&#039;&#039;Point Blank&#039;&#039;&#039; bonus which will act like they are flanking each other (even though they are technically not flanking). Thus, units at &#039;&#039;&#039;Point Blank&#039;&#039;&#039; will bypass cover defense, cover DR, and gain an crit bonus as if their target was exposed (just like if they were flanked).&lt;br /&gt;
&lt;br /&gt;
Finally, many kinds of attacks aren&#039;t affected by cover. Anything which doesn&#039;t roll a hit chance, like explosives or [[Abilities_List_(LWR)#Suppression|Suppression]], isn&#039;t affected by the bonus defense cover provides. And the bonus DR does nothing against attacks which don&#039;t roll damage, like [[Abilities_List_(Long_War)#Psi_Panic|Psi Panic]] or [[Equipment_(LWR)#Support_grenades|Concussion Grenades]]. If an enemy is well protected, consider alternate means of attacking them.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cover_(LWR)&amp;diff=98677</id>
		<title>Cover (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cover_(LWR)&amp;diff=98677"/>
		<updated>2020-11-23T01:29:42Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Note that pods are activated by stepping out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
==Basics of Cover==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover&#039;&#039;&#039; provides three primary benefits: an increase in defense, an increase in Damage Resistance (DR), and a decreased chance to be critically hit relative to units without cover. Furthermore, cover can obstruct &#039;&#039;&#039;Line of Sight&#039;&#039;&#039;, allowing you to sneak up on enemy pods undetected or avoid being targeted in combat.&lt;br /&gt;
&lt;br /&gt;
==Defensive Benefits==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:340px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;Partial Cover&#039;&#039;&#039;: +30 defense and 30% DR&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Full Cover&#039;&#039;&#039;: +50 defense and 50% DR&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These represent substantial increases from Long War 1.0.&lt;br /&gt;
&lt;br /&gt;
Hunkering down doubles the base defense provided by cover, gives an additional 50% DR and immunity to critical hits, and reduces psionic hit chances by 50%. The officer perk [[Abilities_List_(LWR)#Inspired Tenacity|Inspired Tenacity]] has a similar effect with respect to damage reduction, providing an additional 20% DR that stacks multiplicatively with the benefits provided by hunkering.&lt;br /&gt;
&lt;br /&gt;
A unit that is &#039;&#039;&#039;Exposed&#039;&#039;&#039; (that is, lacks cover) or &#039;&#039;&#039;Flanked&#039;&#039;&#039; (see below) grants opponents +50% critical chance against it. Flying enemies do not provide attackers with this bonus. &#039;&#039;&#039;Hardened&#039;&#039;&#039; targets have a -60% critical chance modifier so even when exposed they are still difficult to land a critical hit on.&lt;br /&gt;
&lt;br /&gt;
== 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 (please note the targeting indicator for smoke grenades can be slightly inaccurate) through 2 enemy turns. Any unit within a tile filled with smoke will receive the &#039;&#039;&#039;In Smoke&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Smoke acts similar to cover with a few differences. The first obvious difference is that smoke is NOT cover so it does not trigger any abilities that rely on cover (e.g. Will to Survive). However, smoke does reduce aim against units inside of the smoke by 30 and does prevent an exposed critical bonus against them, just like partial cover does. Smoke even prevents the critical bonus from being in &#039;&#039;&#039;Point Blank&#039;&#039;&#039; to another unit. On the other hand, smoke does not provide any damage resistance and actually reduces the aim of units within the smoke by 15.&lt;br /&gt;
&lt;br /&gt;
Smoke also has another important benefit that cover does not have: &#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:1140px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;In Smoke&#039;&#039;&#039;: -15 aim, +30 defense, does not trigger non-suppression reaction shots, and has no flanked/exposed/point blank crit bonus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 2 upgrades to regular smoke:&lt;br /&gt;
*&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;: Smoke grenades are infused with stimulants and nanobots that grants +10 will and heal 35% of any damage received while in the smoke (does not work on purely mechanical units)&lt;br /&gt;
*&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;: Smoke grenades grant an additional +20 defense (+50 defense total) and applies the smoke aim/defense modifications to psionic attacks as well&lt;br /&gt;
&lt;br /&gt;
==Line of Sight==&lt;br /&gt;
Most full cover (&#039;&#039;&#039;not all full cover&#039;&#039;&#039;) has the advantage of breaking Line of Sight for all units on the same plane of elevation. This can allow XCOM operatives to close in on pods that have yet to be activated without provoking them. This can also lead to frustrating scenarios where a random tree can block a sniper from getting a shot on a flying target.&lt;br /&gt;
&lt;br /&gt;
Elevation can effect line of sight: higher elevations can negate the sight-blocking properties of high cover, and lower elevations can make even low cover block line of sight. The latter is most commonly seen in forest maps; in general, two elevations of low cover is equivalent to high cover for line of sight blocking.&lt;br /&gt;
&lt;br /&gt;
Units standing in cover can &amp;quot;peak&amp;quot; around it or &amp;quot;step out&amp;quot; to perform shots or throw items. Generally speaking, any unit in cover who is ordered to attack a target or use an item will automatically &amp;quot;step out&amp;quot; and temporarily move to an adjacent square before firing, if doing so is necessary to gain line of sight on a target. A step out can only be performed if the destination square is unobstructed, with some exceptions, and the step out shot doesn&#039;t count as actual movement and so won&#039;t provoke suppression or overwatch (but may activate a yet unactivated pod). For the purposes of line of sight, then, a unit is treated as occupying any square it can get a step out shot on, but this additional square doesn&#039;t grant additional attack range.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to remember that while step out shots affect &#039;&#039;line&#039;&#039; of sight, they don&#039;t change a units sight distance &#039;&#039;until the unit actually performs the step out shot&#039;&#039;. If an unactivated pod of aliens is positioned one tile out of vision range, a unit sitting in cover can&#039;t see or target them normally, but &#039;&#039;will&#039;&#039; activate them if the unit performs a step out attack that brings the unit closer to the aliens.&lt;br /&gt;
&lt;br /&gt;
==Negating Cover==&lt;br /&gt;
Cover only provides it&#039;s protection in a specific direction. A unit can be Flanked by moving parallel to or past the cover, which completely removes all benefits provided by the cover for attacks made by the flanking unit as well as granting the attacker a +50% critical chance bonus. Note that cover continues to apply it&#039;s full defensive benefit until the unit is flanked, unless the Aiming Angles second wave option is enabled. Furthermore, a unit is granted the benefit of the best possible cover it can apply against a particular attacker, assuming said cover is not flanked relative to the attacker; a unit protected by bi-directional corner cover which is flanked relative to only one of the two directions still can apply the protection of the other direction against attackers and isn&#039;t counted as flanked, while a unit not flanked relative to either direction applies the benefit of the better of the two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Units that trigger reaction fire by taking an action in cover do not benefit from the Defense bonus of cover, but the DR bonus and crit negation effects still apply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cover can be destroyed by bullets or explosions, and any unit left without cover is Exposed. Cover is generally a little tougher to destroy than it is in vanilla due to increased health and reworked mechanics; firearms of all types take much longer to destroy cover as they receive a significant penalty to the damage they deal relative to explosives, while the damage falloff explosives suffer based on distance from the origin of the explosion, which was introduced in Long War, mean that they&#039;ll no longer reliably blow up everything highlighted in red like they tended to do in vanilla. This can be counteracted by perks such as [[Abilities_List_(Long_War)#Sapper|Sapper]], which makes explosives deal triple damage to all cover and destructible terrain, and [[Abilities_List_(LWR)#Tandem_Warheads|Tandem Warheads]], which removes the damage falloff. Either one is typically sufficient to turn explosives into highly reliable cover destruction tools.&lt;br /&gt;
&lt;br /&gt;
If two units are within 1 tile of each other, they will gain a &#039;&#039;&#039;Point Blank&#039;&#039;&#039; bonus which will act like they are flanking each other (even though they are technically not flanking). Thus, units at &#039;&#039;&#039;Point Blank&#039;&#039;&#039; will bypass cover defense, cover DR, and gain an crit bonus as if their target was exposed (just like if they were flanked).&lt;br /&gt;
&lt;br /&gt;
Finally, many kinds of attacks aren&#039;t affected by cover. Anything which doesn&#039;t roll a hit chance, like explosives or [[Abilities_List_(LWR)#Suppression|Suppression]], isn&#039;t affected by the bonus defense cover provides. And the bonus DR does nothing against attacks which don&#039;t roll damage, like [[Abilities_List_(Long_War)#Psi_Panic|Psi Panic]] or [[Equipment_(LWR)#Support_grenades|Concussion Grenades]]. If an enemy is well protected, consider alternate means of attacking them.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=98676</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=98676"/>
		<updated>2020-11-23T00:20:12Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Clarify unactivated pods shoot civilians&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File:LWRthinman.png|right|500px]]&lt;br /&gt;
==Alien Pods==&lt;br /&gt;
&lt;br /&gt;
===Pod Composition===&lt;br /&gt;
Pods are typically comprised of one &#039;&#039;&#039;Squad Leader&#039;&#039;&#039; (often possessed with noticeably more stats and perks) &amp;amp; several regular troopers whose type is related to the leader and who have a chance to receive various upgrades dependent upon [[Alien_Level_(LWR)|Alien Level]]. Later in the game, bosses with noticeably larger models and massive HP pools make an appearance in missions.&lt;br /&gt;
&lt;br /&gt;
Pod composition is dependent upon the leader, with leaders tending to contain supporting troopers of the same or lesser type. For instance, [[Alien_Life_Forms_(LWR)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]], whose [[Abilities_List_(LWR)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful Psi Shield, while [[Alien_Life_Forms_(LWR)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(LWR)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(LWR)#ThinMan|Thinmen]] or [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]] only contain units of the same type as the leader. The quantity of aliens in a pod is dependent upon overall [[Alien_Level_(LWR)|Alien Level]] as well as the total number of aliens on mission; pods are rolled randomly and random numbers of aliens are added to said pods until all available units have been assigned. The number of aliens on missions is slightly influenced by [[Alien_Resources_(LWR)|Alien Resources]].&lt;br /&gt;
&lt;br /&gt;
===Pod Behaviour===&lt;br /&gt;
&lt;br /&gt;
All pods begin not activated, that is, aliens move or stay together and don&#039;t attempt to take cover or shoot XCOM soldiers (though they may shoot civilians, if any). An exception is drop-in pods, arriving during a mission, which activate immediately upon arrival if they see any XCOM soldier, but may activate or not, randomly, otherwise. Activation can&#039;t ever be undone, even if line of sight to XCOM soldiers is completely broken. XCOM is aware of every activation, with a close-up scene playing, even if none of the pod aliens are seen by soldiers. Upon activation, a pod [[Other_Abilities_(LWR)#Scamper|scampers]], which may cause &#039;&#039;&#039;chain activation&#039;&#039;&#039; of other pods in the area.&lt;br /&gt;
&lt;br /&gt;
A pod activates immediately if and only if &amp;lt;sup&amp;gt;please verify and correct&amp;lt;/sup&amp;gt; any of its members at any point in time: sees an XCOM soldier (but the reverse visibility doesn&#039;t matter) or a mimic beackon, sees another activated alien, notices a corpse of an alien killed during the mission (but not as the result of air combat), is significantly affected by anybody (direct hit, explosive damage including friendly fire, suppression, holo, etc., but not battle scanner), is shot at and missed. Note that unactivated pods are &#039;&#039;&#039;not&#039;&#039;&#039; activated by aliens calling for help nor by bumping into other unactivated pods.  &lt;br /&gt;
&lt;br /&gt;
While members of an activated pod do not coordinate among themselves any better than disparate aliens from different pods would, there is one significant mechanic which is pod-dependent: &#039;&#039;&#039;retreat mode&#039;&#039;&#039;. If a large portion of aliens of a given pod are destroyed (usually all but 1-3, depending on the original size), the surviving members of the pod will begin to fall back, retreating out of sight of XCOM and toward good cover or other, unactivated pods. The aliens will remain in retreat mode at least until they can see XCOM again, though destroying more units from the pod is sufficient to resume the retreat. Aliens entering into retreat mode will be identified by visual and auditory cues; the camera will pan toward the alien shouting or talking, and one of your soldiers will mention that they&#039;re falling back. Note that retreating aliens never call for help, but they activate any pods they run into all the same, see &#039;&#039;&#039;chain activation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Conversely, if XCOM is pushed back and out of sight of the aliens, they&#039;ll call for reinforcements to hunt XCOM soldiers down. In general, if active aliens exist on the map, aren&#039;t in retreat mode, and none of them has any XCOM operatives in sight range at the end of the aliens turn, they&#039;ll call all unactivated pods on the map (aside from the Command Pod, if any) to help them hunt down XCOM. Each unactivated pod will begin moving toward XCOMs current location inexorably, will activate at some point in a normal way and attack the soldiers, and short of retreating or being wiped out, the only possibility left for XCOM is to defeat all such enemies.&lt;br /&gt;
&lt;br /&gt;
===Pod Size &amp;amp; Distribution===&lt;br /&gt;
&lt;br /&gt;
Pods have a number of aliens that are directly dependent upon current [[Alien_Level_(LWR)|Alien Level]]:&lt;br /&gt;
&lt;br /&gt;
* Small (Alien Level 1+): 2-4 aliens per pod&lt;br /&gt;
* Medium (Alien Level 3+): 3-6 aliens per pod&lt;br /&gt;
* Large (Alien Level 6+): 4-8 aliens per pod&lt;br /&gt;
&lt;br /&gt;
While increases in pod sizes do not necessarily lead to more aliens on missions, extra aliens rolled that can&#039;t fit into any available pod are discarded. This has the largest effect during early Large UFOs, which typically call for way more aliens than can fit in their Small Pods. To partially compensate, missions taking place while pod sizes are small typically get an extra pod or two to work with. Larger pod sizes &#039;&#039;typically&#039;&#039; means the same amount of aliens overall, just compacted into less pods.&lt;br /&gt;
&lt;br /&gt;
The number of aliens on every mission is restricted to between 3 x Num_pods to 8 x Num_pods, and a minimum of 6 aliens.&lt;br /&gt;
&lt;br /&gt;
===Pod Types===&lt;br /&gt;
&lt;br /&gt;
Pods come in three basic types: Soldier Pods, Terror Pods, and Command Pods. Soldier pods pull from a pool of most aliens and comprise the vast majority of pods encountered on all missions; Terror Pods pull from a slightly different pool. Command Pods only appear in UFOs and have relatively rigid compositions. Lastly, for [[Covert_Operations_(LWR)|Covert Operations]], Exalt have special mechanics which govern the quantity and size of their pods. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldier&#039;&#039;&#039; Pods: Soldier Pods are the most common type of pod, appearing as the majority pod type in every mission except [[Missions_(LWR)#Terror_Site|Terror Sites]] &amp;amp; [[Covert_Operations_(LWR)|Covert Operations]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terror&#039;&#039;&#039; Pods: Terror pods are a special type of pod that only appear in [[Missions_(LWR)#Terror_Site|Terror Sites]], [[UFOs_(LWR)#Large_UFOs|Large UFOs]], [[Missions_(LWR)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(LWR)#Retaliate|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens and are the only pod which contains Chryssalids. Exalt also make an appearance in later months.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command&#039;&#039;&#039; Pods: UFOs additionally have a special pod called the Command Pod which contains a fixed number of aliens based on UFO type. They consist entirely of [[Alien_Life_Forms_(LWR)#Outsider|Outsiders]]. Larger UFOs can contain multiple Command Pods. Be warned: if a Command Pod spots XCOM and activates, it will immediately call all remaining alien forces on the map to its current location; this makes an early engagement against the command pod a risky affair.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EXALT&#039;&#039;&#039; Pods: While EXALT have a chance of appearing in Terror Pods, they appear most often in [[Covert_Operations_(LWR)|Covert Operations]]. All covert operations include drop ins of lone EXALT operatives who may or may not appear in cover and may or may not overwatch (Note: On Normal and Classic difficulty they will never overwatch).&lt;br /&gt;
&lt;br /&gt;
==Alien Appearances==&lt;br /&gt;
&lt;br /&gt;
Each pod created in the game has a chance to consist of different alien types. This changes the higher the Alien Level is (based on accumulated alien research). Below are the Alien Appearance Tables that describes the chance each alien has of appearing at each Alien Level.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Alien Appearance Weightings&#039;&#039;&#039; table, the number in brackets beside each alien type is their relative weighting.  As an example, at Alien Level 3, the chance a pod will be a seeker pod is: (9 + 1) / (10 + 3 + 1 + 1 + 9 + 9 + 1 + 1 + 14 + 9 + 1) = 10 / 59 = 0.169. So each pod will have a ~17% chance of being a seeker pod at Alien Level 3. You can see all the calculated appearance chances in the &#039;&#039;&#039;Alien Appearance Chances&#039;&#039;&#039; table.&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Weightings===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #fff; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Weightings&lt;br /&gt;
|-  &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Cumulative Weighting&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Relative Weighting)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 1&#039;&#039;&#039; || 15 || Sectoid (10) || Drone (3) || Thinman (1) || Floater (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 2&#039;&#039;&#039; || 35 || Floater (9) || Thinman (9) || Muton (1) || Seeker (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 3&#039;&#039;&#039; || 59 || Muton (14) || Seeker (9) || Cyberdisc (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 4&#039;&#039;&#039; || 75 || Cyberdisc (14) || Mecthoid (1) || Berserker (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 5&#039;&#039;&#039; || 105 || Mechtoid (14) || Berserker (14) || Sectoid Commander (2)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 6&#039;&#039;&#039; || 137 || Sectoid Commander (28) || Heavy Floater (2) || Muton Elite (2)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 7&#039;&#039;&#039; || 216 || Muton Elite (38) || Heavy Floater (38) || Sectopod (3)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 8&#039;&#039;&#039; || 276 || Sectopod (57) || Ethereal (3)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 9&#039;&#039;&#039; || 303 || Ethereal (27)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 10&#039;&#039;&#039; || 333 ||Ethereal (30)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Chances===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;17&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Chances&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Chance to Appear) -- rounded to nearest percentage&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 1&lt;br /&gt;
| &#039;&#039;&#039;Sectoid&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 67%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Drone&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 2&lt;br /&gt;
| Sectoid / &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 29%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039; / &#039;&#039;&#039;Seeker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 3&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 24%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seeker&#039;&#039;&#039; / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 17%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 4&lt;br /&gt;
| &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039; / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thiman / Floater &lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 4%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 5&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039; / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 6&lt;br /&gt;
| &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 22%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; / &#039;&#039;&#039;Muton Elite&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 7&lt;br /&gt;
| &#039;&#039;&#039;Muton Elite&#039;&#039;&#039; / &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 18%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 8&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 22%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 4%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 9&lt;br /&gt;
| Sectopod&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 13%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 10&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039; / Sectopod&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 18%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 12%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leaders and Leader Levels ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;percent chance for an Alien Leader&#039;&#039;&#039; to appear in each pod is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 480px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Percent chance for Alien Leader&#039;&#039;&#039;: 25 + 5 x &#039;&#039;&#039;Alien level&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 725px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;Certain scripted missions will dictate alien leader chances outside of this formula.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The formula to determine &#039;&#039;&#039;Leader Level&#039;&#039;&#039; is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Leader Level&#039;&#039;&#039; = Clamp(1 + Rand(&#039;&#039;&#039;Alien Level&#039;&#039;&#039; / 2) + UFO Size Bonus + Alien Aggression Bonus, 1, 8)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 970px;&amp;quot;&amp;gt;&lt;br /&gt;
 After determining leader level there is a 10% chance to gain +1 level which could produce a leader level of 9 (max).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 650px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;Certain scripted missions will dictate alien levels outside of this formula&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UFO Size Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Medium: +1 leader level&lt;br /&gt;
*Large: +2 leader levels&lt;br /&gt;
*Extra Large: +3 leader levels&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Aggression Bonus:&#039;&#039;&#039;&lt;br /&gt;
*75+%: +1 leader level&lt;br /&gt;
*100%: +2 leader levels&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Aliens leaders have purple HP and are identified in the HUD by a special icon. Max level alien leaders have gold HP.&lt;br /&gt;
&lt;br /&gt;
==Alien Types==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psionic Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance.&lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown. &lt;br /&gt;
&lt;br /&gt;
Sectoid squad leaders get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to double their damage output. This makes them significantly more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=5 | base-damage=3 | base-aim=40 | base-will=30 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.3 | boost-hp=+2 | boost-damage=+0.5 | boost-aim=+4 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+1.2 | final-hp=+2 | final-damage=+2 | final-aim=+16 | final-will=+40 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Sectoid Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Sectoid Executioner | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Sectoid Shadow | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+5 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+70 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks (especially the early leader Assault Drones).&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant light cover from flying with damage reduction and ability to mutually repair can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=6.2 |base-hp=2 | base-damage=3 | base-aim=60 | base-will=0 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Master Mechanic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Master Mechanic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+1 | boost-damage=+1 | boost-aim=+3 | boost-will=0 | boost-defense=0 | boost-dr=+0.2 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+1 | final-damage=+4 | final-aim=+12 | final-will=0 | final-defense=0| final-dr=+0.2 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+3 | rank2-hp=+5 | rank2-aim=+10 | rank2-will=0 &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+5 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=0 &lt;br /&gt;
|rank4-name=Omega Drone | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+55 | rank4-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thinman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thinmen&#039;&#039;&#039; have high mobility, mediocre aim, and low will. The can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a corrosion effect that lowers aim and mobility by 20%, removes flat DR, and prevents passive healing for the remainder of the battle. &lt;br /&gt;
&lt;br /&gt;
Thinmen also have the &#039;&#039;Snapshot&#039;&#039; ability, making overwatch ineffective against their shots. While overwatch is still effective against them if they move, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Council missions tend to have disproportionally high numbers of thinmen -- it is advised to bring ample medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Weapon Fragment&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.7|base-hp=6 | base-damage=6 | base-aim=60 | base-will=35 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_LEAP.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Leap|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+6 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+3 | final-damage=+4 | final-aim=+24 | final-will=+10 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Thin Man Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+4 | rank1-aim=+10 | rank1-will=+12 &lt;br /&gt;
| rank2-name=Whisper | rank2-level=3 | rank2-damage=+3 | rank2-hp=+8 | rank2-aim=+20 | rank2-will=+27 &lt;br /&gt;
| rank3-name=Sidewinder | rank3-level=6 | rank3-damage=+5 | rank3-hp=+18 | rank3-aim=+30 | rank3-will=+42 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+7 | rank4-hp=+28 | rank4-aim=+50 | rank4-will=+52 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shadowstep|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shadowstep&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Mimetic Skin Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Concealment|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Concealment&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Urban Combat Badge 2 (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sharpshooter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; ability, granting them +15 defense while in flight or in cover. This makes them quite elusive. They also get +20 bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=7 | base-damage=6 | base-aim=60 | base-will=15 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+3 | boost-damage=+1 | boost-aim=+4 | boost-will=+6 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+3 | final-damage=+4 | final-aim=+16 | final-will=+24 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Floater Sentry | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+18 &lt;br /&gt;
| rank3-name=Floater Reaver | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=+28&lt;br /&gt;
| rank4-name=Reaver Lord | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+60 | rank4-will=+38 &lt;br /&gt;
| rank1-perks=[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]], [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank2-perks=[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Rapid Reaction|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Rapid Reaction&amp;lt;/span&amp;gt;]], [[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]], [[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank3-perks=[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]], [[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]], [[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]], [[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank4-perks=[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]], [[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have the [[Abilities_List_(LWR)#Close_Combat_Specialist|Close Combat Specialist]] perk, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will be much more common, sometimes appearing in large groups. They will occasionally patrol and are not always found in the command room.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=6.2 |base-hp=8 | base-damage=5 | base-aim=55 | base-will=50 | base-defense=0 | base-dr=1&amp;lt;br&amp;gt;+2 Regen | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Defenders Medal 2 (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Growth|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Growth&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Muscle Fiber Density|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Muscle Fiber Density&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:BATTLEFATIGUE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Adaptive Bone Marrow&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Neural Damping Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Neural Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Neural Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER_DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+2 | boost-aim=+8 | boost-will=+110 | boost-defense=0| boost-dr=+0.5&amp;lt;br&amp;gt;+1 Regen | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+3 | final-damage=+8 | final-aim=+32 | final-will=+440 | final-defense=0| final-dr=+0.5&amp;lt;br&amp;gt;+4 Regen | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Outsider Navigator | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+20 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Outsider Engineer | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+30 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Outsider Old Guard | rank3-level=5 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+40 | rank3-will=+30 &lt;br /&gt;
|rank4-name=Outsider Pioneer | rank4-level=7 | rank4-damage=+4 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+40 &lt;br /&gt;
|rank5-name=Outsider Champion | rank5-level=9 | rank5-damage=+5 | rank5-hp=+40 | rank5-aim=+60 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive_Bone_Marrow_Gene_Mod_(EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Brawler|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Brawler&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank5-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also deal significant damage and will corrode any unit they hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Explosives remain an effective counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and are difficult to hit with most weapons. Similarly, Concussion Grenades can debilitate a whole group of Chryssalids by reducing their mobility -- this means they won&#039;t be able to move and attack any units on the next turn if there are no units close to them. Chryssalids are immune to acid, so Acid Grenades won&#039;t reduce their mobility. A &#039;&#039;Close Combat&#039;&#039; Assault can frequently finish off weakened Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the &#039;&#039;Jellied Elerium&#039;&#039; upgrade) it can cause the Chryssalids to panic, and they may then run away from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=13.7 |base-hp=4 | base-damage=6 | base-aim=0 | base-will=20 | base-defense=30 | base-dr=0.5 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY STUN.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Stun Immune|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Stun Immune&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_LEAP.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Leap|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.8 | boost-hp=+4 | boost-damage=+3 | boost-aim=0 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+7.5 | final-hp=+4 | final-damage=+12 | final-aim=0 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Chryssalid Charger | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+5 &lt;br /&gt;
|rank2-name=Chryssalid Warrior | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=0 | rank2-will=+35 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+8 | rank3-hp=+15 | rank3-aim=0 | rank3-will=+45 &lt;br /&gt;
|rank4-name=Greater Hive Queen | rank4-level=9 | rank4-damage=+11 | rank4-hp=+35 | rank4-aim=0 | rank4-will=+65 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shadowstep|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shadowstep&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shock-Absorbent Armor&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
They also will corrode any unit they hit, making their melee attacks even more dangerous.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=12 | base-damage=5 | base-aim=0 | base-will=0 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY STUN.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Stun Immune|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Stun Immune&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+5 | boost-damage=+2 | boost-aim=0 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+5 | final-damage=+8 | final-aim=0 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and gaining +2 DR when strangling. Each turn the incapacitated units that are being strangled will be shredded and take over half their remaining health in direct damage. It is advised to try to kill them before they strangle as it can be difficult to remove them when strangling due to their increased resiliency.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners and the Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible Seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=6 | base-damage=3 | base-aim=50 | base-will=0 | base-defense=0 | base-dr=1 (3 when strangling) | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=4, 6, 8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+2 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+4 | final-damage=+4 | final-aim=+8 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=0 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+1 | rank2-hp=+14 | rank2-aim=+18 | rank2-will=0 &lt;br /&gt;
|rank3-name=Battle Wraith | rank3-level=6 | rank3-damage=+2 | rank3-hp=+24 | rank3-aim=+26 | rank3-will=0 &lt;br /&gt;
|rank4-name=Hydra | rank4-level=9 | rank4-damage=+3 | rank4-hp=+34 | rank4-aim=+46 | rank4-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSEPERSONAL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Encounters|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Encounters&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR when protected by cover. They start with Alien Carbines and later upgrade to Alien Rifles. &lt;br /&gt;
&lt;br /&gt;
Muton leaders have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them defense and crit resistance against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies in range, including double mobility. This can catch an unwary player off guard as a Muton moves many tiles to flank one of their soldiers.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or even retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Weapon Fragment&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=10 | base-damage=6 (upgrade: 8) | base-aim=60 | base-will=10 | base-defense=0 | base-dr=0.5 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT KILLERINSTINCT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tenacious Defense|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tenacious Defense&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=4, 6, 8, 10, 12, 14 | boost-mobility=0 | boost-hp=+4 | boost-damage=+1 | boost-aim=+5 | boost-will=+6 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+4 | final-aim=+20 | final-will=+24 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Muton Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+20 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Muton Sentry | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+25 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Muton Centurion | rank3-level=6 | rank3-damage=+4 | rank3-hp=+30 | rank3-aim=+35 | rank3-will=+40 &lt;br /&gt;
|rank4-name=Sargon | rank4-level=9 | rank4-damage=+6 | rank4-hp=+35 | rank4-aim=+60 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage. They can transform between open and closed states: their open state is required to act and their closed state will grant them hardened and +6 DR. If they take damage in their open state, they will automatically close. However, they must open in order to act. Thus, they are best dealt with through high damage single attacks (e.g. a Mayhem sniper) when open. &lt;br /&gt;
&lt;br /&gt;
Their movement range can take you off guard as it&#039;s close to that of a Chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply fire long-range explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10 |base-hp=18 | base-damage=10 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=1 (7 When Closed) | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Recon_LWR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened (When Closed)&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:FLASHBANG GRENADE ICON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#HEAT Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;HEAT Warheads&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+4 | boost-damage=+4 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+4 | final-damage=+16 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Cyberdisc Rover | rank1-level=1 | rank1-damage=0 | rank1-hp=+3 | rank1-aim=+5 | rank1-will=0 &lt;br /&gt;
|rank2-name=Cyberdisc Gunship | rank2-level=5 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+15 | rank2-will=0 &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+5 | rank3-hp=+23 | rank3-aim=+35 | rank3-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Chem Grenades are also useful as Mechtoids have a significant amount of flat DR and the corrosion will lower their accuracy.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health. As a result, it is ideal that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=20 | base-damage=10 | base-aim=70 | base-will=40 | base-defense=0 | base-dr=4 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MindMerge_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=+0.6 | boost-hp=+4 | boost-damage=+3 | boost-aim=+5 | boost-will=+10 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+4 | final-damage=+12 | final-aim=+20 | final-will=+40 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan Mechtoid | rank1-level=1 | rank1-damage=+2 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Leviathan Mechtoid | rank2-level=5 | rank2-damage=+4 | rank2-hp=+26 | rank2-aim=+20 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+6 | rank3-hp=+36 | rank3-aim=+30 | rank3-will=+90 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Reactive Targeting Sensors&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
|skill2-img=[[File:ALIEN BULLRUSH.png|24px]]&lt;br /&gt;
|skill2-text=Bull Rush&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear as Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Concussing a Berserker will reduce its movement range to well below Concussion throw range, so is a good way to neutralize a Berserker you&#039;re not ready to kill.&lt;br /&gt;
&lt;br /&gt;
Berserker Leaders have the &#039;&#039;Overpower&#039;&#039; ability, which grants them an overpowering aura. Non-SHIV XCOM units within their line of sight perform a will test against their will after each move or action taken. Failing this will test ends the unit&#039;s turn immediately. This means low will multi-action units are much less effective when there is a Berserker leader present. This can be countered with psionics, either by reducing their will or causing them to panic. Additionally, the &#039;&#039;Steadfast&#039;&#039; ability (can be gained by equipping an alien trophy) grants some resistance to being overpowered.&lt;br /&gt;
&lt;br /&gt;
Be careful staying in cover near a Berserker as it may encourage a &#039;&#039;Bull Rush&#039;&#039; attack, destroying the cover and dealing significant damage from range. This is doubly true if they have benefited from a blood call as their mobility will be quite extreme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10.6 |base-hp=16 | base-damage=14 | base-aim=60 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN BLOODLUST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Bloodlust|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Bloodlust&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN INTIMIDATE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Intimidate|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Intimidate&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Muscle Fiber Density|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Muscle Fiber Density&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+6 | boost-damage=+5 | boost-aim=0 | boost-will=+4 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+6 | final-damage=+20 | final-aim=0 | final-will=+16 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Alpha Berserker | rank1-level=1 | rank1-damage=+4 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+8 | rank2-hp=+15 | rank2-aim=0 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+12 | rank3-hp=+35 | rank3-aim=0 | rank3-will=+30 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_IMPLANT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Overpower|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Overpower&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shock-Absorbent Armor&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts, and a substantial step up in terms of difficulty. An unprepared player could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting, making them even more effective in their role. They all have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting multiple targets both +100 aim and +100 crit in addition to the +25 will and healing. They can also use &#039;&#039;Mind Control&#039;&#039; which will turn one of your soldiers against you.&lt;br /&gt;
&lt;br /&gt;
They also gain the &#039;&#039;Distortion&#039;&#039; ability which distorts reality around them, making non-psionic attacks deal 65% less damage against them, and granting nearby allies +10 defense. In addition, &#039;&#039;Distortion&#039;&#039; will prevent squadsight shots from being able to target them.&lt;br /&gt;
&lt;br /&gt;
Everything considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=14 | base-damage=7 | base-aim=60 | base-will=80 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:distortion_field_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Distortion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Distortion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER_GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+2 | boost-damage=+2 | boost-aim=+5 | boost-will=+30 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+2 | final-damage=+8 | final-aim=+20 | final-will=+80 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Sectoid Lieutenant Commander | rank1-level=1 | rank1-damage=+3 | rank1-hp=+4 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Sectoid Chief Commander | rank2-level=5 | rank2-damage=+5 | rank2-hp=+8 | rank2-aim=+40 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Great Reticulan | rank3-level=9 | rank3-damage=+8 | rank3-hp=+12 | rank3-aim=+60 | rank3-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill7-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
They also have &#039;&#039;Rapid Reaction&#039;&#039; granting them the ability to trigger overwatch against units they can&#039;t originally see, and do so 3x per turn.&lt;br /&gt;
&lt;br /&gt;
They also have &#039;&#039;Critical System Targeting&#039;&#039; and hit quite hard (often with high aim due to elevation), so tanking their shots with mechanical units is quite costly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.7 |base-hp=20 | base-damage=8 | base-aim=80 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Rapid Reaction|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Rapid Reaction&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+5 | boost-damage=+2 | boost-aim=+5 | boost-will=+6 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+5 | final-damage=+8 | final-aim=+20 | final-will=+24 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Aircobra | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+20 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+6 | rank3-hp=+25 | rank3-aim=+40 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSEPERSONAL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Encounters|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Encounters&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY MAYHEM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Mayhem|&amp;lt;span style=&amp;quot;color:#333;font-size:0.9em;&amp;quot;&amp;gt;Mayhem&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are looking similar to Mutons, but with a red armor and a helmet.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;. Their leaders have the &#039;&#039;Shredder&#039;&#039; ability which means your units should take care to avoid their shots.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=30 | base-damage=10 | base-aim=80 | base-will=30 | base-defense=0 | base-dr=2 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT KILLERINSTINCT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tenacious Defense|&amp;lt;span style=&amp;quot;color:#333;font-size:0.9em;&amp;quot;&amp;gt;Tenacious Defense&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=8, 10, 12, 14 | boost-mobility=+0.6 | boost-hp=+5 | boost-damage=+3 | boost-aim=+8 | boost-will=+6 | boost-defense=0 | boost-dr=+0.8 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+5 | final-damage=+12 | final-aim=+32 | final-will=+24 | final-defense=0 | final-dr=+0.8 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Muton Elite Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=0 | rank1-aim=0 | rank1-will=0 &lt;br /&gt;
|rank2-name=Muton Elite Sentry | rank2-level=3 | rank2-damage=+4 | rank2-hp=+5 | rank2-aim=+5 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Muton Elite Centurion | rank3-level=5 | rank3-damage=+6 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=+30 &lt;br /&gt;
|rank4-name=Muton Elite Praetorian | rank4-level=8 | rank4-damage=+8 | rank4-hp=+35 | rank4-aim=+20 | rank4-will=+70 &lt;br /&gt;
|rank5-name=Bashar | rank5-level=9 | rank5-damage=+10 | rank5-hp=+55 | rank5-aim=+40 | rank5-will=+80 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY SHREDDER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shredder|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shredder&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Bring &#039;Em On|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Bring &#039;Em On&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Neural Damping Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Neural Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Neural Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank5-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN CLUSTERBOMB.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Cluster Bomb|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cluster Bomb&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon, their green turret cannon, and their cluster bomb rockets. The green turret cannon does -50% weapon damage and will activate for reaction shots. &lt;br /&gt;
&lt;br /&gt;
The cluster bomb rockets will require a turn to prepare. When they prepare, there will be a popup warning you of the imminent attack. On the next turn, the attack will deal +10 extra damage in a 5 tile radius area to a certain impact point. After the initial hit there will be an immediate shockwave that will damage all targets (including other aliens -- though sectopods and units with distortion are immune) within a 60 tile radius that have line of sight to the center of the impact for 1-3 damage (depending on proximity to the blast).&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and extremely high aim. Tanking their shots should only be done by very resilient units, and they will still likely lose the majority of their health.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and flat DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to do reasonable amounts of damage.&lt;br /&gt;
&lt;br /&gt;
By the time you encounter these units, you should hopefully be well on your way to finishing your campaign!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=45 | base-damage=20 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=8 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:FLASHBANG GRENADE ICON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Reactive Targeting Sensors&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=9, 11, 13 | boost-mobility=0 | boost-hp=+4 | boost-damage=+8 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+32 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Sectopod Destroyer | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Sectopod Titan | rank2-level=5 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=0 &lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the pinnacle of danger a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Mind Control&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover,  with &#039;&#039;Psi Mastery&#039;&#039; they can perform 2 attacks each turn.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders they have the &#039;&#039;Distortion&#039;&#039; ability, granting immunity to squadsight and reducing any damage dealt to them. They also regenerate health, have innate defense, and the &#039;&#039;Overpower&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are no aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10 |base-hp=28 | base-damage=0 | base-aim=130 | base-will=120 | base-defense=50 | base-dr=+8 regen | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:distortion_field_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Distortion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Distortion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_IMPLANT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Overpower|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Overpower&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:BATTLEFATIGUE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Adaptive Bone Marrow&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=10, 12, 14 | boost-mobility=+0.6 | boost-hp=+10 | boost-damage=+4 | boost-aim=+20 | boost-will=+40 | boost-defense=0 | boost-dr=+4 regen | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+10 | final-damage=+16 | final-aim=+80 | final-will=+40 | final-defense=0 | final-dr=+4 regen | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Etheral Primus | rank1-level=1 | rank1-damage=+2 | rank1-hp=+8 | rank1-aim=0 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Ethereal Overmind | rank2-level=9 | rank2-damage=+6 | rank2-hp=+12 | rank2-aim=0 | rank2-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Bounties_(LWR)&amp;diff=98675</id>
		<title>Bounties (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Bounties_(LWR)&amp;diff=98675"/>
		<updated>2020-11-22T20:47:17Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Clarified; please correct if untrue&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;
When killing aliens there are four resources you may acquire: &lt;br /&gt;
* Experience&lt;br /&gt;
* Corpses (only if not damaged by an explosive on or after death)&lt;br /&gt;
* Weapon Fragments&lt;br /&gt;
* Bounties&lt;br /&gt;
&lt;br /&gt;
Except corpses, none of the resources from killed aliens can be destroyed in a any way during a mission.&lt;br /&gt;
&lt;br /&gt;
===Bounties===&lt;br /&gt;
&lt;br /&gt;
All alien types (except Zombies) have an associated bounty (see: [[Alien_Life_Forms_(LWR)#Alien_Types|Aliens]]). For most aliens this will be a single alloy, elerium, meld, or weapon fragment. However, Cyberdiscs, Mechtoids, Sectoid Commanders, Muton Elites, Sectopods, and Ethereals have much larger bounties and you&#039;ll see their bounties display in a popup when you kill them in the tactical game. &lt;br /&gt;
&lt;br /&gt;
Bounties are modified by Campaign Length, so you can expect higher bounties if you enabled &#039;&#039;Not So Long War&#039;&#039; and lower bounties if you enabled &#039;&#039;Very Long War&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=98674</id>
		<title>Air Combat (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=98674"/>
		<updated>2020-11-22T17:32:13Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Link to panic page&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;
UFOs are tougher, faster, and much stronger in Long War Rebalance than in either Long War 1.0 or Vanilla EU/EW. Along with that, your crafts and armaments are significantly less potent, at least at first. However, in Long War Rebalance you can send up full squadrons of up to 5 aircraft at once, which helps you handle such strong UFOs.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
If the aliens send a UFO and it is damaged, destroyed or lost, the aliens will pay resources for it, limiting their options in the next month.&lt;br /&gt;
&lt;br /&gt;
==Damaging and Destroying UFOs==&lt;br /&gt;
&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts may be a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it. A non-landing UFO at 50% health will fail the mission it was sent on. It is important to consider dealing some damage (even 1) to all non-landing UFOs, as this will prevent them from increasing [[Country_Panic_(LWR)|panic]] in the country below (except for the [[Alien_Missions_(LWR)#Bomb|bomb]] mission, which causes some panic anyway, unless foiled by damaging the craft for at least 50%).&lt;br /&gt;
&lt;br /&gt;
UFOs that take a lot of damage beyond their HP total will be destroyed in the air, so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. Fighters and Destroyers will always be destroyed if their HP is reduced to 0 or less (as they never crash land). Harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys: specifically, it is the amount of damage beyond the UFO&#039;s HP total that determines the UFO&#039;s survival chance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance of Destruction =  HP overkill divided by 5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 550px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Average Chance of Destruction = 1 - 0.5 ^ (WeaponDamage/500)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UFO Shielding===&lt;br /&gt;
&lt;br /&gt;
In the first 3 months of the game, UFOs have special shielding that prevents them from being destroyed. In March, a UFO which received enough kill damage to be destroyed in the air will instead be shot down. In April, only 2 thirds of the UFOs will have this shielding. In May, only 1 third. &lt;br /&gt;
&lt;br /&gt;
Fighters and Destroyers never receive this shielding. In June, all UFOs have stopped receiving Shielding.&lt;br /&gt;
&lt;br /&gt;
==UFO Flight Patterns==&lt;br /&gt;
&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude may land (and only such UFOs), are performing bombing runs (then their icon would flash in the mission view), or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. UFOs at low altitude are likely to be scouting satellites, so they must be dealt with. Unless playing in Ironman, you may want to see if a UFO would land in a place visible to XCOM before deciding to shoot it down (and reload if it does not land). While a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid, shoot down, or destroy a UFO type, you can research that craft for a damage and resource bonus against it in the future.&lt;br /&gt;
&lt;br /&gt;
== Formation ==&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat formation position for your interceptors as they launch on a mission:&lt;br /&gt;
* &#039;&#039;&#039;LEAD&#039;&#039;&#039;: +10 hit chance (1.5x hit chance for UFO)&lt;br /&gt;
* &#039;&#039;&#039;MID&#039;&#039;&#039;: no change&lt;br /&gt;
* &#039;&#039;&#039;REAR&#039;&#039;&#039;: -10 hit chance (0.67x hit chance for UFO)&lt;br /&gt;
&lt;br /&gt;
You may not use the aim booster when the active aircraft is in the rear of a formation. You may not use the dodge booster when the active aircraft is in the lead of a formation.&lt;br /&gt;
&lt;br /&gt;
Mathematically and not accounting for interception time, this means that lead is the most efficient formation position when your Interceptor aim is low, while rear is most efficient when your Interceptor aim is high. However, lead formation positions can lead to too much damage and rear formation positions can lead to too little.&lt;br /&gt;
&lt;br /&gt;
== Aircraft Hit Chance ==&lt;br /&gt;
&lt;br /&gt;
The Hit Chance of a XCOM&#039;s aircraft is determined mostly by the aim of the weapon they are using. It can then be modified by their position in the formation, their experience, and the size of their opponent.&lt;br /&gt;
&lt;br /&gt;
*As discussed in the section above, aircraft in the lead of the formation will gain +10 hit chance and aircraft in the rear of the formation will lose 10 hit chance.&lt;br /&gt;
*Experienced aircraft pilots will gain +1 hit chance for each UFO they have killed. There is no limit to this increase. This makes them especially effective using aircraft weapons with low aim.&lt;br /&gt;
*Larger UFOs are (reasonably) easier to hit. As such, XCOM aircraft will find their hit chance increased by 50% and 100% for medium and large UFOs, respectively.&lt;br /&gt;
&lt;br /&gt;
== Interception Time ==&lt;br /&gt;
&lt;br /&gt;
The interception time of a squadron and a UFO is based on their speeds.  &lt;br /&gt;
&lt;br /&gt;
The specific formula is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (Slowest Aircraft Speed / UFO Speed)&lt;br /&gt;
&lt;br /&gt;
Interception time can be modified by:&lt;br /&gt;
*UFO Scanners: +10% interception time&lt;br /&gt;
*Damaged Aircraft: -20% aircraft speed&lt;br /&gt;
*Elerium Afterburners: +5 squardron speed&lt;br /&gt;
*Tracking Booster: +50% squadron speed&lt;br /&gt;
&lt;br /&gt;
An example of a squadron of Interceptors with UFO scanners vs a Scout.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (25 / 45) * 1.1&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 18.3s&lt;br /&gt;
&lt;br /&gt;
== The Active Aircraft ==&lt;br /&gt;
&lt;br /&gt;
[[File:LWRActiveAircraft.png|right|500px]]&lt;br /&gt;
&lt;br /&gt;
The active aircraft is chosen randomly from all aircrafts in the lead of the formation. If there are no aircrafts in lead, an aircraft will be randomly select from the mid of the formation. Likewise, if there are no aircrafts in mid, an aircraft will be randomly selected from the rear of the formation.&lt;br /&gt;
&lt;br /&gt;
The active aircraft will take 50% of all shots from the UFO, which makes it the most likely to take damage when there are more than 2 aircraft in a sortie. Support aircraft (non-active aircraft in the squadron) will evenly share the remaining 50% of shots from the UFO.&lt;br /&gt;
&lt;br /&gt;
The active aircraft also dictates which aircraft boosters can be used (an active aircraft in lead restricts the use of dodge boosters and an active aircraft in rear restricts the use of aim boosters).&lt;br /&gt;
&lt;br /&gt;
The active aircraft is also the only aircraft which you can tell to disengage. Supporting aircraft will automatically disengage if their HP has dropped below 25%. The active aircraft will continue to engage until you issue a disengage order. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Note that the disengage order can take a second or two to occur.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;This means UFOs can still destroy aircraft AFTER they have been given an order disengage.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damaged Aircraft==&lt;br /&gt;
&lt;br /&gt;
Damaged aircraft can engage UFOs but will have -20 aim and only 80% of their base speed. The entire sortie will always fly at the speed of the slowest aircraft, so sending in a single damaged aircraft may end up reducing the overall damage of your sortie.&lt;br /&gt;
&lt;br /&gt;
You can speed the repair of aircraft by hiring additional repair crews in the hangar at the cost of 150 credits per crew. This cuts remaining repair time in half, though it cannot go below 1 day.&lt;br /&gt;
&lt;br /&gt;
== Refueling ==&lt;br /&gt;
&lt;br /&gt;
After engaging a UFO, all aircraft will need to refuel. The refuel time is 12 hours which mostly prevents an aircraft from engaging the same UFO more than once.&lt;br /&gt;
&lt;br /&gt;
== Combat Patrols ==&lt;br /&gt;
&lt;br /&gt;
[[File:Combatpatrol.png|right|800px]]&lt;br /&gt;
&lt;br /&gt;
Undamaged interceptors can be sent on &#039;&#039;&#039;Combat Patrols&#039;&#039;&#039;. This will cost 200 credits plus an additional 100 credits for each previous use (due to increased alien resiliency). It will lower continent panic, alien research, and alien resources. Performing a Combat Patrol will raise Alien Aggression by 12.5%. The aircraft sent on combat patrol will return immediately and will have received 10-90% of it&#039;s max HP in damage.&lt;br /&gt;
&lt;br /&gt;
The amount of effect of the Combat Patrol on continent panic reduction, alien research reduction, and alien resource reduction is based on the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Aircraft&#039;&#039;&#039;:&lt;br /&gt;
     Interceptor: 2-4&lt;br /&gt;
     Firestorm: 4-6&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Weapon&#039;&#039;&#039;:&lt;br /&gt;
     Avalanche Missiles: +0&lt;br /&gt;
     Stingray Missiles: +0&lt;br /&gt;
     Phoenix Coilgun: +1&lt;br /&gt;
     Laser Cannon: +1&lt;br /&gt;
     EMP Cannon: +2&lt;br /&gt;
     Plasma Cannon: +3&lt;br /&gt;
     Fusion Lance: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Pilot Rank&#039;&#039;&#039;:&lt;br /&gt;
     Rookie: +0&lt;br /&gt;
     Lieutenant: +1&lt;br /&gt;
     Captain: +1&lt;br /&gt;
     Major: +2&lt;br /&gt;
     Colonel: +2&lt;br /&gt;
     Commander: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Country Air Forces ==&lt;br /&gt;
&lt;br /&gt;
If you engage a UFO over a country that has some Country Defense (gained by completing council requests for that country) then there is a chance they may aid you in the air battle by sending up one of their own aircraft.&lt;br /&gt;
&lt;br /&gt;
The chance is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance for Country Air Force Aid&#039;&#039;&#039; = Country Defense / 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The strength of the aircraft the country sends up is based upon their Country Defense:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=400px&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Country Defense&#039;&#039;&#039; || &#039;&#039;&#039;Aircraft Upgrade&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 30 || Phoenix Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 60 || EMP Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 90 || Firestorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
&lt;br /&gt;
[[File:LWRAirGame.png|right]]&lt;br /&gt;
&lt;br /&gt;
The damage each aircraft deals when it lands a hit is based upon its weapon and the damage resistance of it&#039;s target.&lt;br /&gt;
&lt;br /&gt;
To aid the player, the average &#039;&#039;&#039;damage per second&#039;&#039;&#039; of your current aircraft (in its selected formation position) against the current UFO will be displayed on any aircraft you select to join a squadron. As well, the &#039;&#039;&#039;aim of your aircraft&#039;&#039;&#039; and the &#039;&#039;&#039;HP of the UFO&#039;&#039;&#039; will be displayed. This allows for quick calculations of the amount of damage you will be dealing during the engagement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Game Damage Calculation Formula:&#039;&#039;&#039;&lt;br /&gt;
*Base Damage = Weapon Damage * (1 - Clamp((DR - Penetration), 0, 0.95)/100)&lt;br /&gt;
*Critical Hit Chance [x1.5 damage] = Penetration/10 - DR/10&lt;br /&gt;
*All damage is randomized between 80-120%&lt;br /&gt;
&lt;br /&gt;
Example of Phoenix Cannon (360 damage, 3s cooldown, 50% penetration, 5% crit, 30 aim) vs Fighter (HP:400, DR:75%):&lt;br /&gt;
 Base Damage = 360 * (1 - Clamp((75 - 50)/100, 0, 0.95))&lt;br /&gt;
 Base Damage = 360 * 0.75&lt;br /&gt;
 Base Damage = 270&lt;br /&gt;
 Critical hit Chance = 50/10 - 75/10 = -2.5 = 0%&lt;br /&gt;
 Base Damage is then randomized between 80% and 120%&lt;br /&gt;
 Rate of Fire = 3s&lt;br /&gt;
 &#039;&#039;&#039;Damage per Second&#039;&#039;&#039; = 270/3 = 90 dps&lt;br /&gt;
&lt;br /&gt;
==UFOs and UFO Weapons==&lt;br /&gt;
&lt;br /&gt;
For information on UFOs click here: &#039;&#039;&#039;[[UFOs (LWR)#Scout|UFOs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For information on UFO Weapons click here: &#039;&#039;&#039;[[UFOs (LWR)#UFO Weapons|UFO Weapons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&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;|Health!!rowspan=&amp;quot;2&amp;quot;|Damage Resistance!!rowspan=&amp;quot;2&amp;quot;|Speed!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!Maintenance&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}||{{Maintenance cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Skyranger.png|128px|link=Air Combat (LWR)#Aircraft|Skyranger]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Skyranger]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Can&#039;t be damaged or destroyed||colspan=&amp;quot;8&amp;quot;|XCOM starts with one, unable to produce more||title=&amp;quot;Cost in Credits&amp;quot;|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Satellite.png|128px|link=Air Combat (LWR)#Aircraft|Satellite]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Satellite]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Increases funding and provides unique bonuses|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Interceptor.png|128px|link=Air Combat (LWR)#Aircraft|Interceptor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Interceptor]]&#039;&#039;&#039;||2000||0%||25|| || ||title=&amp;quot;Cost in Credits&amp;quot;|500|| || || || ||title=&amp;quot;Duration in days&amp;quot;|20&amp;amp;nbsp;days||title=&amp;quot;Cost in Credits&amp;quot;|100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Firestorm.png|128px|link=Air Combat (LWR)#Aircraft|Firestorm]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Firestorm]]&#039;&#039;&#039;||6000||100%||35||[[Research (LWR)#Materials and Aerospace|Alien Propulsion]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|XX&amp;lt;br /&amp;gt;(XX)||X [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computers]]&amp;lt;br /&amp;gt;X [[Alien Artifacts (LWR)#Alien devices|UFO Power Sources]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|80&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(40.0&amp;amp;nbsp;days)||title=&amp;quot;Cost in Credits&amp;quot;|XX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Aircraft Weapons==&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;|Hit chance!!rowspan=&amp;quot;2&amp;quot;|Damage!!rowspan=&amp;quot;2&amp;quot;|Penetration!!rowspan=&amp;quot;2&amp;quot;|Firing&amp;lt;br /&amp;gt;cooldown!!rowspan=&amp;quot;2&amp;quot;|UFO Destruction Chance&amp;lt;Br&amp;gt;1-0.5^(dmg/500)!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Avalanche Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||160&amp;lt;br /&amp;gt;(80 per second)&amp;lt;br /&amp;gt;(32 dmg/s realised)||0%||2.0s||19%||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:Stingray Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|20% / 30% / 40%||800&amp;lt;br /&amp;gt;(73 per second)&amp;lt;br /&amp;gt;(22 dmg/s realised)||75%||11.0s||67%||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:Phoenix Coilgun Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|20% / 30% / 40%||360&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(36 dmg/s realised)||50%||3.0s||39%||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.5&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Coilgun]]&#039;&#039;&#039;|| || ||&#039;&#039;100%&#039;&#039;|| || ||[[Foundry (LWR)#Aerospace Improvements|Phoenix Coilguns (Foundry)]]|| || || || || || || ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|35% / 45% / 55%||300&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(54 dmg/s realised)||0%||2.5s||34%||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||64&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Pulse Cannon]]&#039;&#039;&#039;|| ||&#039;&#039;450&amp;lt;br /&amp;gt;(180 per second)&amp;lt;br /&amp;gt;(81 dmg/s realised)&#039;&#039;|| || ||&#039;&#039;46%&#039;&#039;||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors (Foundry)]]|| || || || || || || ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:EMP Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||420&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(48dmg/s realised)||150%||3.5s||44%||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|800&amp;lt;br /&amp;gt;(1200)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)|| XX ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)||230&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|10% / 20% / 30%||1500&amp;lt;br /&amp;gt;(750 per second)&amp;lt;br /&amp;gt;(150 dmg/s realised)||100%||2.0s||87%||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1200&amp;lt;br /&amp;gt;(1800)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)|| XX ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(16.6&amp;amp;nbsp;days)||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fusion Lance Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|5% / 15% / 25%||5000&amp;lt;br /&amp;gt;(1667 per second)&amp;lt;br /&amp;gt;(250 dmg/s realised)||150%||3.0s||99%||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||120||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1800&amp;lt;br /&amp;gt;(2700)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)||1 [[Alien Artifacts (LWR)#Alien devices|Fusion Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|49&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(24.5&amp;amp;nbsp;days)||320&lt;br /&gt;
|}&lt;br /&gt;
 Note: EMP Cannons increase the chance to retrieve artifacts from shot down UFOs by 50% if they are responsible for the fatal hit (see [[UFOs_(LWR)#UFO_Equipment|UFO Equipment]])&lt;br /&gt;
&lt;br /&gt;
==Boosters==&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; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:UFO Tracking Long War.png|128px|link=Air Combat (LWR)#Modules|Aim Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Aim Booster]]&#039;&#039;&#039;||Automatically hits the next two attacks||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||12||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||12 [[Alien Artifacts (LWR)#Aliens|Floater Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Defense Matrix Long War.png|128px|link=Air Combat (LWR)#Modules|Dodge Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Dodge Booster]]&#039;&#039;&#039;||Dodges the next two incoming attacks||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||2 [[Alien Artifacts (LWR)#Aliens|Cyberdisc Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Uplink Targeting Long War.png|128px|link=Air Combat (LWR)#Tracking Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Tracking Booster]]&#039;&#039;&#039;||Increases the squadron speed by 50%||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||8 [[Alien Artifacts (LWR)#Aliens|Drone Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Foundry (LWR)#Aerospace Improvements|Aerospace Improvements]]&lt;br /&gt;
* [[Hangar (LWR)|Hangar]]&lt;br /&gt;
* [[UFOs (LWR)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=98673</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=98673"/>
		<updated>2020-11-22T14:56:49Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Pod Behaviour */ Correct that sometimes they retreat even after spotting XCOM again (probably when losses previously were very big or when they didn&amp;#039;t do the animation previously)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File:LWRthinman.png|right|500px]]&lt;br /&gt;
==Alien Pods==&lt;br /&gt;
&lt;br /&gt;
===Pod Composition===&lt;br /&gt;
Pods are typically comprised of one &#039;&#039;&#039;Squad Leader&#039;&#039;&#039; (often possessed with noticeably more stats and perks) &amp;amp; several regular troopers whose type is related to the leader and who have a chance to receive various upgrades dependent upon [[Alien_Level_(LWR)|Alien Level]]. Later in the game, bosses with noticeably larger models and massive HP pools make an appearance in missions.&lt;br /&gt;
&lt;br /&gt;
Pod composition is dependent upon the leader, with leaders tending to contain supporting troopers of the same or lesser type. For instance, [[Alien_Life_Forms_(LWR)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]], whose [[Abilities_List_(LWR)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful Psi Shield, while [[Alien_Life_Forms_(LWR)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(LWR)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(LWR)#ThinMan|Thinmen]] or [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]] only contain units of the same type as the leader. The quantity of aliens in a pod is dependent upon overall [[Alien_Level_(LWR)|Alien Level]] as well as the total number of aliens on mission; pods are rolled randomly and random numbers of aliens are added to said pods until all available units have been assigned. The number of aliens on missions is slightly influenced by [[Alien_Resources_(LWR)|Alien Resources]].&lt;br /&gt;
&lt;br /&gt;
===Pod Behaviour===&lt;br /&gt;
&lt;br /&gt;
All pods begin not activated, that is, aliens move or stay together and don&#039;t attempt to shoot or take cover. An exception is drop-in pods, arriving during a mission, which activate immediately upon arrival if they see any XCOM soldier, but may activate or not, randomly, otherwise. Activation can&#039;t ever be undone, even if line of sight to XCOM soldiers is completely broken. XCOM is aware of every activation, with a close-up scene playing, even if none of the pod aliens are seen by soldiers. Upon activation, a pod [[Other_Abilities_(LWR)#Scamper|scampers]], which may cause &#039;&#039;&#039;chain activation&#039;&#039;&#039; of other pods in the area.&lt;br /&gt;
&lt;br /&gt;
A pod activates immediately if and only if &amp;lt;sup&amp;gt;please verify and correct&amp;lt;/sup&amp;gt; any of its members at any point in time: sees an XCOM soldier (but the reverse visibility doesn&#039;t matter) or a mimic beackon, sees another activated alien, notices a corpse of an alien killed during the mission (but not as the result of air combat), is significantly affected by anybody (direct hit, explosive damage including friendly fire, suppression, holo, etc., but not battle scanner), is shot at and missed. Note that unactivated pods are &#039;&#039;&#039;not&#039;&#039;&#039; activated by aliens calling for help nor by bumping into other unactivated pods.  &lt;br /&gt;
&lt;br /&gt;
While members of an activated pod do not coordinate among themselves any better than disparate aliens from different pods would, there is one significant mechanic which is pod-dependent: &#039;&#039;&#039;retreat mode&#039;&#039;&#039;. If a large portion of aliens of a given pod are destroyed (usually all but 1-3, depending on the original size), the surviving members of the pod will begin to fall back, retreating out of sight of XCOM and toward good cover or other, unactivated pods. The aliens will remain in retreat mode at least until they can see XCOM again, though destroying more units from the pod is sufficient to resume the retreat. Aliens entering into retreat mode will be identified by visual and auditory cues; the camera will pan toward the alien shouting or talking, and one of your soldiers will mention that they&#039;re falling back. Note that retreating aliens never call for help, but they activate any pods they run into all the same, see &#039;&#039;&#039;chain activation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Conversely, if XCOM is pushed back and out of sight of the aliens, they&#039;ll call for reinforcements to hunt XCOM soldiers down. In general, if active aliens exist on the map, aren&#039;t in retreat mode, and none of them has any XCOM operatives in sight range at the end of the aliens turn, they&#039;ll call all unactivated pods on the map (aside from the Command Pod, if any) to help them hunt down XCOM. Each unactivated pod will begin moving toward XCOMs current location inexorably, will activate at some point in a normal way and attack the soldiers, and short of retreating or being wiped out, the only possibility left for XCOM is to defeat all such enemies.&lt;br /&gt;
&lt;br /&gt;
===Pod Size &amp;amp; Distribution===&lt;br /&gt;
&lt;br /&gt;
Pods have a number of aliens that are directly dependent upon current [[Alien_Level_(LWR)|Alien Level]]:&lt;br /&gt;
&lt;br /&gt;
* Small (Alien Level 1+): 2-4 aliens per pod&lt;br /&gt;
* Medium (Alien Level 3+): 3-6 aliens per pod&lt;br /&gt;
* Large (Alien Level 6+): 4-8 aliens per pod&lt;br /&gt;
&lt;br /&gt;
While increases in pod sizes do not necessarily lead to more aliens on missions, extra aliens rolled that can&#039;t fit into any available pod are discarded. This has the largest effect during early Large UFOs, which typically call for way more aliens than can fit in their Small Pods. To partially compensate, missions taking place while pod sizes are small typically get an extra pod or two to work with. Larger pod sizes &#039;&#039;typically&#039;&#039; means the same amount of aliens overall, just compacted into less pods.&lt;br /&gt;
&lt;br /&gt;
The number of aliens on every mission is restricted to between 3 x Num_pods to 8 x Num_pods, and a minimum of 6 aliens.&lt;br /&gt;
&lt;br /&gt;
===Pod Types===&lt;br /&gt;
&lt;br /&gt;
Pods come in three basic types: Soldier Pods, Terror Pods, and Command Pods. Soldier pods pull from a pool of most aliens and comprise the vast majority of pods encountered on all missions; Terror Pods pull from a slightly different pool. Command Pods only appear in UFOs and have relatively rigid compositions. Lastly, for [[Covert_Operations_(LWR)|Covert Operations]], Exalt have special mechanics which govern the quantity and size of their pods. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldier&#039;&#039;&#039; Pods: Soldier Pods are the most common type of pod, appearing as the majority pod type in every mission except [[Missions_(LWR)#Terror_Site|Terror Sites]] &amp;amp; [[Covert_Operations_(LWR)|Covert Operations]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terror&#039;&#039;&#039; Pods: Terror pods are a special type of pod that only appear in [[Missions_(LWR)#Terror_Site|Terror Sites]], [[UFOs_(LWR)#Large_UFOs|Large UFOs]], [[Missions_(LWR)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(LWR)#Retaliate|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens and are the only pod which contains Chryssalids. Exalt also make an appearance in later months.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command&#039;&#039;&#039; Pods: UFOs additionally have a special pod called the Command Pod which contains a fixed number of aliens based on UFO type. They consist entirely of [[Alien_Life_Forms_(LWR)#Outsider|Outsiders]]. Larger UFOs can contain multiple Command Pods. Be warned: if a Command Pod spots XCOM and activates, it will immediately call all remaining alien forces on the map to its current location; this makes an early engagement against the command pod a risky affair.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EXALT&#039;&#039;&#039; Pods: While EXALT have a chance of appearing in Terror Pods, they appear most often in [[Covert_Operations_(LWR)|Covert Operations]]. All covert operations include drop ins of lone EXALT operatives who may or may not appear in cover and may or may not overwatch (Note: On Normal and Classic difficulty they will never overwatch).&lt;br /&gt;
&lt;br /&gt;
==Alien Appearances==&lt;br /&gt;
&lt;br /&gt;
Each pod created in the game has a chance to consist of different alien types. This changes the higher the Alien Level is (based on accumulated alien research). Below are the Alien Appearance Tables that describes the chance each alien has of appearing at each Alien Level.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Alien Appearance Weightings&#039;&#039;&#039; table, the number in brackets beside each alien type is their relative weighting.  As an example, at Alien Level 3, the chance a pod will be a seeker pod is: (9 + 1) / (10 + 3 + 1 + 1 + 9 + 9 + 1 + 1 + 14 + 9 + 1) = 10 / 59 = 0.169. So each pod will have a ~17% chance of being a seeker pod at Alien Level 3. You can see all the calculated appearance chances in the &#039;&#039;&#039;Alien Appearance Chances&#039;&#039;&#039; table.&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Weightings===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #fff; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Weightings&lt;br /&gt;
|-  &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Cumulative Weighting&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Relative Weighting)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 1&#039;&#039;&#039; || 15 || Sectoid (10) || Drone (3) || Thinman (1) || Floater (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 2&#039;&#039;&#039; || 35 || Floater (9) || Thinman (9) || Muton (1) || Seeker (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 3&#039;&#039;&#039; || 59 || Muton (14) || Seeker (9) || Cyberdisc (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 4&#039;&#039;&#039; || 75 || Cyberdisc (14) || Mecthoid (1) || Berserker (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 5&#039;&#039;&#039; || 105 || Mechtoid (14) || Berserker (14) || Sectoid Commander (2)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 6&#039;&#039;&#039; || 137 || Sectoid Commander (28) || Heavy Floater (2) || Muton Elite (2)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 7&#039;&#039;&#039; || 216 || Muton Elite (38) || Heavy Floater (38) || Sectopod (3)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 8&#039;&#039;&#039; || 276 || Sectopod (57) || Ethereal (3)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 9&#039;&#039;&#039; || 303 || Ethereal (27)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 10&#039;&#039;&#039; || 333 ||Ethereal (30)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Chances===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;17&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Chances&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Chance to Appear) -- rounded to nearest percentage&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 1&lt;br /&gt;
| &#039;&#039;&#039;Sectoid&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 67%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Drone&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 2&lt;br /&gt;
| Sectoid / &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 29%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039; / &#039;&#039;&#039;Seeker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 3&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 24%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seeker&#039;&#039;&#039; / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 17%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 4&lt;br /&gt;
| &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039; / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thiman / Floater &lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 4%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 5&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039; / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 6&lt;br /&gt;
| &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 22%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; / &#039;&#039;&#039;Muton Elite&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 7&lt;br /&gt;
| &#039;&#039;&#039;Muton Elite&#039;&#039;&#039; / &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 18%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 8&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 22%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 4%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 9&lt;br /&gt;
| Sectopod&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 13%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 10&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039; / Sectopod&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 18%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 12%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leaders and Leader Levels ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;percent chance for an Alien Leader&#039;&#039;&#039; to appear in each pod is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 480px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Percent chance for Alien Leader&#039;&#039;&#039;: 25 + 5 x &#039;&#039;&#039;Alien level&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 725px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;Certain scripted missions will dictate alien leader chances outside of this formula.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The formula to determine &#039;&#039;&#039;Leader Level&#039;&#039;&#039; is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Leader Level&#039;&#039;&#039; = Clamp(1 + Rand(&#039;&#039;&#039;Alien Level&#039;&#039;&#039; / 2) + UFO Size Bonus + Alien Aggression Bonus, 1, 8)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 970px;&amp;quot;&amp;gt;&lt;br /&gt;
 After determining leader level there is a 10% chance to gain +1 level which could produce a leader level of 9 (max).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 650px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;Certain scripted missions will dictate alien levels outside of this formula&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UFO Size Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Medium: +1 leader level&lt;br /&gt;
*Large: +2 leader levels&lt;br /&gt;
*Extra Large: +3 leader levels&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Aggression Bonus:&#039;&#039;&#039;&lt;br /&gt;
*75+%: +1 leader level&lt;br /&gt;
*100%: +2 leader levels&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Aliens leaders have purple HP and are identified in the HUD by a special icon. Max level alien leaders have gold HP.&lt;br /&gt;
&lt;br /&gt;
==Alien Types==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psionic Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance.&lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown. &lt;br /&gt;
&lt;br /&gt;
Sectoid squad leaders get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to double their damage output. This makes them significantly more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=5 | base-damage=3 | base-aim=40 | base-will=30 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.3 | boost-hp=+2 | boost-damage=+0.5 | boost-aim=+4 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+1.2 | final-hp=+2 | final-damage=+2 | final-aim=+16 | final-will=+40 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Sectoid Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Sectoid Executioner | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Sectoid Shadow | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+5 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+70 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks (especially the early leader Assault Drones).&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant light cover from flying with damage reduction and ability to mutually repair can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=6.2 |base-hp=2 | base-damage=3 | base-aim=60 | base-will=0 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Master Mechanic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Master Mechanic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+1 | boost-damage=+1 | boost-aim=+3 | boost-will=0 | boost-defense=0 | boost-dr=+0.2 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+1 | final-damage=+4 | final-aim=+12 | final-will=0 | final-defense=0| final-dr=+0.2 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+3 | rank2-hp=+5 | rank2-aim=+10 | rank2-will=0 &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+5 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=0 &lt;br /&gt;
|rank4-name=Omega Drone | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+55 | rank4-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thinman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thinmen&#039;&#039;&#039; have high mobility, mediocre aim, and low will. The can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a corrosion effect that lowers aim and mobility by 20%, removes flat DR, and prevents passive healing for the remainder of the battle. &lt;br /&gt;
&lt;br /&gt;
Thinmen also have the &#039;&#039;Snapshot&#039;&#039; ability, making overwatch ineffective against their shots. While overwatch is still effective against them if they move, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Council missions tend to have disproportionally high numbers of thinmen -- it is advised to bring ample medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Weapon Fragment&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.7|base-hp=6 | base-damage=6 | base-aim=60 | base-will=35 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_LEAP.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Leap|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+6 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+3 | final-damage=+4 | final-aim=+24 | final-will=+10 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Thin Man Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+4 | rank1-aim=+10 | rank1-will=+12 &lt;br /&gt;
| rank2-name=Whisper | rank2-level=3 | rank2-damage=+3 | rank2-hp=+8 | rank2-aim=+20 | rank2-will=+27 &lt;br /&gt;
| rank3-name=Sidewinder | rank3-level=6 | rank3-damage=+5 | rank3-hp=+18 | rank3-aim=+30 | rank3-will=+42 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+7 | rank4-hp=+28 | rank4-aim=+50 | rank4-will=+52 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shadowstep|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shadowstep&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Mimetic Skin Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Concealment|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Concealment&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Urban Combat Badge 2 (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sharpshooter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; ability, granting them +15 defense while in flight or in cover. This makes them quite elusive. They also get +20 bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=7 | base-damage=6 | base-aim=60 | base-will=15 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+3 | boost-damage=+1 | boost-aim=+4 | boost-will=+6 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+3 | final-damage=+4 | final-aim=+16 | final-will=+24 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Floater Sentry | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+18 &lt;br /&gt;
| rank3-name=Floater Reaver | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=+28&lt;br /&gt;
| rank4-name=Reaver Lord | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+60 | rank4-will=+38 &lt;br /&gt;
| rank1-perks=[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]], [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank2-perks=[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Rapid Reaction|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Rapid Reaction&amp;lt;/span&amp;gt;]], [[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]], [[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank3-perks=[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]], [[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]], [[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]], [[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank4-perks=[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]], [[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have the [[Abilities_List_(LWR)#Close_Combat_Specialist|Close Combat Specialist]] perk, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will be much more common, sometimes appearing in large groups. They will occasionally patrol and are not always found in the command room.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=6.2 |base-hp=8 | base-damage=5 | base-aim=55 | base-will=50 | base-defense=0 | base-dr=1&amp;lt;br&amp;gt;+2 Regen | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Defenders Medal 2 (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Growth|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Growth&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Muscle Fiber Density|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Muscle Fiber Density&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:BATTLEFATIGUE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Adaptive Bone Marrow&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Neural Damping Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Neural Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Neural Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER_DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+2 | boost-aim=+8 | boost-will=+110 | boost-defense=0| boost-dr=+0.5&amp;lt;br&amp;gt;+1 Regen | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+3 | final-damage=+8 | final-aim=+32 | final-will=+440 | final-defense=0| final-dr=+0.5&amp;lt;br&amp;gt;+4 Regen | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Outsider Navigator | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+20 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Outsider Engineer | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+30 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Outsider Old Guard | rank3-level=5 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+40 | rank3-will=+30 &lt;br /&gt;
|rank4-name=Outsider Pioneer | rank4-level=7 | rank4-damage=+4 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+40 &lt;br /&gt;
|rank5-name=Outsider Champion | rank5-level=9 | rank5-damage=+5 | rank5-hp=+40 | rank5-aim=+60 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive_Bone_Marrow_Gene_Mod_(EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Brawler|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Brawler&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank5-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also deal significant damage and will corrode any unit they hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Explosives remain an effective counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and are difficult to hit with most weapons. Similarly, Concussion Grenades can debilitate a whole group of Chryssalids by reducing their mobility -- this means they won&#039;t be able to move and attack any units on the next turn if there are no units close to them. Chryssalids are immune to acid, so Acid Grenades won&#039;t reduce their mobility. A &#039;&#039;Close Combat&#039;&#039; Assault can frequently finish off weakened Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the &#039;&#039;Jellied Elerium&#039;&#039; upgrade) it can cause the Chryssalids to panic, and they may then run away from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=13.7 |base-hp=4 | base-damage=6 | base-aim=0 | base-will=20 | base-defense=30 | base-dr=0.5 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY STUN.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Stun Immune|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Stun Immune&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_LEAP.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Leap|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.8 | boost-hp=+4 | boost-damage=+3 | boost-aim=0 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+7.5 | final-hp=+4 | final-damage=+12 | final-aim=0 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Chryssalid Charger | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+5 &lt;br /&gt;
|rank2-name=Chryssalid Warrior | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=0 | rank2-will=+35 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+8 | rank3-hp=+15 | rank3-aim=0 | rank3-will=+45 &lt;br /&gt;
|rank4-name=Greater Hive Queen | rank4-level=9 | rank4-damage=+11 | rank4-hp=+35 | rank4-aim=0 | rank4-will=+65 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shadowstep|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shadowstep&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shock-Absorbent Armor&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
They also will corrode any unit they hit, making their melee attacks even more dangerous.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=12 | base-damage=5 | base-aim=0 | base-will=0 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY STUN.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Stun Immune|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Stun Immune&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+5 | boost-damage=+2 | boost-aim=0 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+5 | final-damage=+8 | final-aim=0 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and gaining +2 DR when strangling. Each turn the incapacitated units that are being strangled will be shredded and take over half their remaining health in direct damage. It is advised to try to kill them before they strangle as it can be difficult to remove them when strangling due to their increased resiliency.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners and the Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible Seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=6 | base-damage=3 | base-aim=50 | base-will=0 | base-defense=0 | base-dr=1 (3 when strangling) | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=4, 6, 8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+2 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+4 | final-damage=+4 | final-aim=+8 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=0 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+1 | rank2-hp=+14 | rank2-aim=+18 | rank2-will=0 &lt;br /&gt;
|rank3-name=Battle Wraith | rank3-level=6 | rank3-damage=+2 | rank3-hp=+24 | rank3-aim=+26 | rank3-will=0 &lt;br /&gt;
|rank4-name=Hydra | rank4-level=9 | rank4-damage=+3 | rank4-hp=+34 | rank4-aim=+46 | rank4-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSEPERSONAL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Encounters|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Encounters&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR when protected by cover. They start with Alien Carbines and later upgrade to Alien Rifles. &lt;br /&gt;
&lt;br /&gt;
Muton leaders have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them defense and crit resistance against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies in range, including double mobility. This can catch an unwary player off guard as a Muton moves many tiles to flank one of their soldiers.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or even retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Weapon Fragment&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=10 | base-damage=6 (upgrade: 8) | base-aim=60 | base-will=10 | base-defense=0 | base-dr=0.5 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT KILLERINSTINCT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tenacious Defense|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tenacious Defense&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=4, 6, 8, 10, 12, 14 | boost-mobility=0 | boost-hp=+4 | boost-damage=+1 | boost-aim=+5 | boost-will=+6 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+4 | final-aim=+20 | final-will=+24 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Muton Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+20 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Muton Sentry | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+25 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Muton Centurion | rank3-level=6 | rank3-damage=+4 | rank3-hp=+30 | rank3-aim=+35 | rank3-will=+40 &lt;br /&gt;
|rank4-name=Sargon | rank4-level=9 | rank4-damage=+6 | rank4-hp=+35 | rank4-aim=+60 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage. They can transform between open and closed states: their open state is required to act and their closed state will grant them hardened and +6 DR. If they take damage in their open state, they will automatically close. However, they must open in order to act. Thus, they are best dealt with through high damage single attacks (e.g. a Mayhem sniper) when open. &lt;br /&gt;
&lt;br /&gt;
Their movement range can take you off guard as it&#039;s close to that of a Chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply fire long-range explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10 |base-hp=18 | base-damage=10 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=1 (7 When Closed) | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Recon_LWR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened (When Closed)&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:FLASHBANG GRENADE ICON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#HEAT Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;HEAT Warheads&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+4 | boost-damage=+4 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+4 | final-damage=+16 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Cyberdisc Rover | rank1-level=1 | rank1-damage=0 | rank1-hp=+3 | rank1-aim=+5 | rank1-will=0 &lt;br /&gt;
|rank2-name=Cyberdisc Gunship | rank2-level=5 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+15 | rank2-will=0 &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+5 | rank3-hp=+23 | rank3-aim=+35 | rank3-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Chem Grenades are also useful as Mechtoids have a significant amount of flat DR and the corrosion will lower their accuracy.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health. As a result, it is ideal that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=20 | base-damage=10 | base-aim=70 | base-will=40 | base-defense=0 | base-dr=4 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MindMerge_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=+0.6 | boost-hp=+4 | boost-damage=+3 | boost-aim=+5 | boost-will=+10 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+4 | final-damage=+12 | final-aim=+20 | final-will=+40 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan Mechtoid | rank1-level=1 | rank1-damage=+2 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Leviathan Mechtoid | rank2-level=5 | rank2-damage=+4 | rank2-hp=+26 | rank2-aim=+20 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+6 | rank3-hp=+36 | rank3-aim=+30 | rank3-will=+90 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Reactive Targeting Sensors&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
|skill2-img=[[File:ALIEN BULLRUSH.png|24px]]&lt;br /&gt;
|skill2-text=Bull Rush&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear as Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Concussing a Berserker will reduce its movement range to well below Concussion throw range, so is a good way to neutralize a Berserker you&#039;re not ready to kill.&lt;br /&gt;
&lt;br /&gt;
Berserker Leaders have the &#039;&#039;Overpower&#039;&#039; ability, which grants them an overpowering aura. Non-SHIV XCOM units within their line of sight perform a will test against their will after each move or action taken. Failing this will test ends the unit&#039;s turn immediately. This means low will multi-action units are much less effective when there is a Berserker leader present. This can be countered with psionics, either by reducing their will or causing them to panic. Additionally, the &#039;&#039;Steadfast&#039;&#039; ability (can be gained by equipping an alien trophy) grants some resistance to being overpowered.&lt;br /&gt;
&lt;br /&gt;
Be careful staying in cover near a Berserker as it may encourage a &#039;&#039;Bull Rush&#039;&#039; attack, destroying the cover and dealing significant damage from range. This is doubly true if they have benefited from a blood call as their mobility will be quite extreme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10.6 |base-hp=16 | base-damage=14 | base-aim=60 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN BLOODLUST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Bloodlust|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Bloodlust&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN INTIMIDATE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Intimidate|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Intimidate&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Muscle Fiber Density|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Muscle Fiber Density&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+6 | boost-damage=+5 | boost-aim=0 | boost-will=+4 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+6 | final-damage=+20 | final-aim=0 | final-will=+16 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Alpha Berserker | rank1-level=1 | rank1-damage=+4 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+8 | rank2-hp=+15 | rank2-aim=0 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+12 | rank3-hp=+35 | rank3-aim=0 | rank3-will=+30 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_IMPLANT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Overpower|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Overpower&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shock-Absorbent Armor&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts, and a substantial step up in terms of difficulty. An unprepared player could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting, making them even more effective in their role. They all have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting multiple targets both +100 aim and +100 crit in addition to the +25 will and healing. They can also use &#039;&#039;Mind Control&#039;&#039; which will turn one of your soldiers against you.&lt;br /&gt;
&lt;br /&gt;
They also gain the &#039;&#039;Distortion&#039;&#039; ability which distorts reality around them, making non-psionic attacks deal 65% less damage against them, and granting nearby allies +10 defense. In addition, &#039;&#039;Distortion&#039;&#039; will prevent squadsight shots from being able to target them.&lt;br /&gt;
&lt;br /&gt;
Everything considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=14 | base-damage=7 | base-aim=60 | base-will=80 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:distortion_field_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Distortion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Distortion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER_GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+2 | boost-damage=+2 | boost-aim=+5 | boost-will=+30 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+2 | final-damage=+8 | final-aim=+20 | final-will=+80 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Sectoid Lieutenant Commander | rank1-level=1 | rank1-damage=+3 | rank1-hp=+4 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Sectoid Chief Commander | rank2-level=5 | rank2-damage=+5 | rank2-hp=+8 | rank2-aim=+40 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Great Reticulan | rank3-level=9 | rank3-damage=+8 | rank3-hp=+12 | rank3-aim=+60 | rank3-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill7-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
They also have &#039;&#039;Rapid Reaction&#039;&#039; granting them the ability to trigger overwatch against units they can&#039;t originally see, and do so 3x per turn.&lt;br /&gt;
&lt;br /&gt;
They also have &#039;&#039;Critical System Targeting&#039;&#039; and hit quite hard (often with high aim due to elevation), so tanking their shots with mechanical units is quite costly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.7 |base-hp=20 | base-damage=8 | base-aim=80 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Rapid Reaction|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Rapid Reaction&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+5 | boost-damage=+2 | boost-aim=+5 | boost-will=+6 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+5 | final-damage=+8 | final-aim=+20 | final-will=+24 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Aircobra | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+20 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+6 | rank3-hp=+25 | rank3-aim=+40 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSEPERSONAL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Encounters|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Encounters&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY MAYHEM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Mayhem|&amp;lt;span style=&amp;quot;color:#333;font-size:0.9em;&amp;quot;&amp;gt;Mayhem&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are looking similar to Mutons, but with a red armor and a helmet.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;. Their leaders have the &#039;&#039;Shredder&#039;&#039; ability which means your units should take care to avoid their shots.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=30 | base-damage=10 | base-aim=80 | base-will=30 | base-defense=0 | base-dr=2 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT KILLERINSTINCT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tenacious Defense|&amp;lt;span style=&amp;quot;color:#333;font-size:0.9em;&amp;quot;&amp;gt;Tenacious Defense&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=8, 10, 12, 14 | boost-mobility=+0.6 | boost-hp=+5 | boost-damage=+3 | boost-aim=+8 | boost-will=+6 | boost-defense=0 | boost-dr=+0.8 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+5 | final-damage=+12 | final-aim=+32 | final-will=+24 | final-defense=0 | final-dr=+0.8 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Muton Elite Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=0 | rank1-aim=0 | rank1-will=0 &lt;br /&gt;
|rank2-name=Muton Elite Sentry | rank2-level=3 | rank2-damage=+4 | rank2-hp=+5 | rank2-aim=+5 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Muton Elite Centurion | rank3-level=5 | rank3-damage=+6 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=+30 &lt;br /&gt;
|rank4-name=Muton Elite Praetorian | rank4-level=8 | rank4-damage=+8 | rank4-hp=+35 | rank4-aim=+20 | rank4-will=+70 &lt;br /&gt;
|rank5-name=Bashar | rank5-level=9 | rank5-damage=+10 | rank5-hp=+55 | rank5-aim=+40 | rank5-will=+80 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY SHREDDER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shredder|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shredder&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Bring &#039;Em On|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Bring &#039;Em On&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Neural Damping Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Neural Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Neural Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank5-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN CLUSTERBOMB.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Cluster Bomb|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cluster Bomb&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon, their green turret cannon, and their cluster bomb rockets. The green turret cannon does -50% weapon damage and will activate for reaction shots. &lt;br /&gt;
&lt;br /&gt;
The cluster bomb rockets will require a turn to prepare. When they prepare, there will be a popup warning you of the imminent attack. On the next turn, the attack will deal +10 extra damage in a 5 tile radius area to a certain impact point. After the initial hit there will be an immediate shockwave that will damage all targets (including other aliens -- though sectopods and units with distortion are immune) within a 60 tile radius that have line of sight to the center of the impact for 1-3 damage (depending on proximity to the blast).&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and extremely high aim. Tanking their shots should only be done by very resilient units, and they will still likely lose the majority of their health.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and flat DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to do reasonable amounts of damage.&lt;br /&gt;
&lt;br /&gt;
By the time you encounter these units, you should hopefully be well on your way to finishing your campaign!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=45 | base-damage=20 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=8 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:FLASHBANG GRENADE ICON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Reactive Targeting Sensors&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=9, 11, 13 | boost-mobility=0 | boost-hp=+4 | boost-damage=+8 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+32 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Sectopod Destroyer | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Sectopod Titan | rank2-level=5 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=0 &lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the pinnacle of danger a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Mind Control&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover,  with &#039;&#039;Psi Mastery&#039;&#039; they can perform 2 attacks each turn.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders they have the &#039;&#039;Distortion&#039;&#039; ability, granting immunity to squadsight and reducing any damage dealt to them. They also regenerate health, have innate defense, and the &#039;&#039;Overpower&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are no aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10 |base-hp=28 | base-damage=0 | base-aim=130 | base-will=120 | base-defense=50 | base-dr=+8 regen | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:distortion_field_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Distortion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Distortion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_IMPLANT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Overpower|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Overpower&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:BATTLEFATIGUE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Adaptive Bone Marrow&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=10, 12, 14 | boost-mobility=+0.6 | boost-hp=+10 | boost-damage=+4 | boost-aim=+20 | boost-will=+40 | boost-defense=0 | boost-dr=+4 regen | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+10 | final-damage=+16 | final-aim=+80 | final-will=+40 | final-defense=0 | final-dr=+4 regen | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Etheral Primus | rank1-level=1 | rank1-damage=+2 | rank1-hp=+8 | rank1-aim=0 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Ethereal Overmind | rank2-level=9 | rank2-damage=+6 | rank2-hp=+12 | rank2-aim=0 | rank2-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=98672</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=98672"/>
		<updated>2020-11-22T13:11:35Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Pod Behaviour */ Drive the point home&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File:LWRthinman.png|right|500px]]&lt;br /&gt;
==Alien Pods==&lt;br /&gt;
&lt;br /&gt;
===Pod Composition===&lt;br /&gt;
Pods are typically comprised of one &#039;&#039;&#039;Squad Leader&#039;&#039;&#039; (often possessed with noticeably more stats and perks) &amp;amp; several regular troopers whose type is related to the leader and who have a chance to receive various upgrades dependent upon [[Alien_Level_(LWR)|Alien Level]]. Later in the game, bosses with noticeably larger models and massive HP pools make an appearance in missions.&lt;br /&gt;
&lt;br /&gt;
Pod composition is dependent upon the leader, with leaders tending to contain supporting troopers of the same or lesser type. For instance, [[Alien_Life_Forms_(LWR)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]], whose [[Abilities_List_(LWR)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful Psi Shield, while [[Alien_Life_Forms_(LWR)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(LWR)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(LWR)#ThinMan|Thinmen]] or [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]] only contain units of the same type as the leader. The quantity of aliens in a pod is dependent upon overall [[Alien_Level_(LWR)|Alien Level]] as well as the total number of aliens on mission; pods are rolled randomly and random numbers of aliens are added to said pods until all available units have been assigned. The number of aliens on missions is slightly influenced by [[Alien_Resources_(LWR)|Alien Resources]].&lt;br /&gt;
&lt;br /&gt;
===Pod Behaviour===&lt;br /&gt;
&lt;br /&gt;
All pods begin not activated, that is, aliens move or stay together and don&#039;t attempt to shoot or take cover. An exception is drop-in pods, arriving during a mission, which activate immediately upon arrival if they see any XCOM soldier, but may activate or not, randomly, otherwise. Activation can&#039;t ever be undone, even if line of sight to XCOM soldiers is completely broken. XCOM is aware of every activation, with a close-up scene playing, even if none of the pod aliens are seen by soldiers. Upon activation, a pod [[Other_Abilities_(LWR)#Scamper|scampers]], which may cause &#039;&#039;&#039;chain activation&#039;&#039;&#039; of other pods in the area.&lt;br /&gt;
&lt;br /&gt;
A pod activates immediately if and only if &amp;lt;sup&amp;gt;please verify and correct&amp;lt;/sup&amp;gt; any of its members at any point in time: sees an XCOM soldier (but the reverse visibility doesn&#039;t matter) or a mimic beackon, sees another activated alien, notices a corpse of an alien killed during the mission (but not as the result of air combat), is significantly affected by anybody (direct hit, explosive damage including friendly fire, suppression, holo, etc., but not battle scanner), is shot at and missed. Note that unactivated pods are &#039;&#039;&#039;not&#039;&#039;&#039; activated by aliens calling for help nor by bumping into other unactivated pods.  &lt;br /&gt;
&lt;br /&gt;
While members of an activated pod do not coordinate among themselves any better than disparate aliens from different pods would, there is one significant mechanic which is pod-dependent: &#039;&#039;&#039;retreat mode&#039;&#039;&#039;. If a large portion of aliens of a given pod are destroyed (usually all but 1-3, depending on the original size), the surviving members of the pod will begin to fall back, retreating out of sight of XCOM and toward good cover or other, unactivated pods. The aliens will remain in retreat mode until they can see XCOM again, though destroying more units from the pod is sufficient to resume the retreat. Aliens entering into retreat mode will be identified by visual and auditory cues; the camera will pan toward the alien shouting or talking, and one of your soldiers will mention that they&#039;re falling back. Note that retreating aliens never call for help, but they activate any pods they run into all the same, see &#039;&#039;&#039;chain activation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Conversely, if XCOM is pushed back and out of sight of the aliens, they&#039;ll call for reinforcements to hunt XCOM soldiers down. In general, if active aliens exist on the map, aren&#039;t in retreat mode, and none of them has any XCOM operatives in sight range at the end of the aliens turn, they&#039;ll call all unactivated pods on the map (aside from the Command Pod, if any) to help them hunt down XCOM. Each unactivated pod will begin moving toward XCOMs current location inexorably, will activate at some point in a normal way and attack the soldiers, and short of retreating or being wiped out, the only possibility left for XCOM is to defeat all such enemies.&lt;br /&gt;
&lt;br /&gt;
===Pod Size &amp;amp; Distribution===&lt;br /&gt;
&lt;br /&gt;
Pods have a number of aliens that are directly dependent upon current [[Alien_Level_(LWR)|Alien Level]]:&lt;br /&gt;
&lt;br /&gt;
* Small (Alien Level 1+): 2-4 aliens per pod&lt;br /&gt;
* Medium (Alien Level 3+): 3-6 aliens per pod&lt;br /&gt;
* Large (Alien Level 6+): 4-8 aliens per pod&lt;br /&gt;
&lt;br /&gt;
While increases in pod sizes do not necessarily lead to more aliens on missions, extra aliens rolled that can&#039;t fit into any available pod are discarded. This has the largest effect during early Large UFOs, which typically call for way more aliens than can fit in their Small Pods. To partially compensate, missions taking place while pod sizes are small typically get an extra pod or two to work with. Larger pod sizes &#039;&#039;typically&#039;&#039; means the same amount of aliens overall, just compacted into less pods.&lt;br /&gt;
&lt;br /&gt;
The number of aliens on every mission is restricted to between 3 x Num_pods to 8 x Num_pods, and a minimum of 6 aliens.&lt;br /&gt;
&lt;br /&gt;
===Pod Types===&lt;br /&gt;
&lt;br /&gt;
Pods come in three basic types: Soldier Pods, Terror Pods, and Command Pods. Soldier pods pull from a pool of most aliens and comprise the vast majority of pods encountered on all missions; Terror Pods pull from a slightly different pool. Command Pods only appear in UFOs and have relatively rigid compositions. Lastly, for [[Covert_Operations_(LWR)|Covert Operations]], Exalt have special mechanics which govern the quantity and size of their pods. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldier&#039;&#039;&#039; Pods: Soldier Pods are the most common type of pod, appearing as the majority pod type in every mission except [[Missions_(LWR)#Terror_Site|Terror Sites]] &amp;amp; [[Covert_Operations_(LWR)|Covert Operations]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terror&#039;&#039;&#039; Pods: Terror pods are a special type of pod that only appear in [[Missions_(LWR)#Terror_Site|Terror Sites]], [[UFOs_(LWR)#Large_UFOs|Large UFOs]], [[Missions_(LWR)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(LWR)#Retaliate|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens and are the only pod which contains Chryssalids. Exalt also make an appearance in later months.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command&#039;&#039;&#039; Pods: UFOs additionally have a special pod called the Command Pod which contains a fixed number of aliens based on UFO type. They consist entirely of [[Alien_Life_Forms_(LWR)#Outsider|Outsiders]]. Larger UFOs can contain multiple Command Pods. Be warned: if a Command Pod spots XCOM and activates, it will immediately call all remaining alien forces on the map to its current location; this makes an early engagement against the command pod a risky affair.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EXALT&#039;&#039;&#039; Pods: While EXALT have a chance of appearing in Terror Pods, they appear most often in [[Covert_Operations_(LWR)|Covert Operations]]. All covert operations include drop ins of lone EXALT operatives who may or may not appear in cover and may or may not overwatch (Note: On Normal and Classic difficulty they will never overwatch).&lt;br /&gt;
&lt;br /&gt;
==Alien Appearances==&lt;br /&gt;
&lt;br /&gt;
Each pod created in the game has a chance to consist of different alien types. This changes the higher the Alien Level is (based on accumulated alien research). Below are the Alien Appearance Tables that describes the chance each alien has of appearing at each Alien Level.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Alien Appearance Weightings&#039;&#039;&#039; table, the number in brackets beside each alien type is their relative weighting.  As an example, at Alien Level 3, the chance a pod will be a seeker pod is: (9 + 1) / (10 + 3 + 1 + 1 + 9 + 9 + 1 + 1 + 14 + 9 + 1) = 10 / 59 = 0.169. So each pod will have a ~17% chance of being a seeker pod at Alien Level 3. You can see all the calculated appearance chances in the &#039;&#039;&#039;Alien Appearance Chances&#039;&#039;&#039; table.&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Weightings===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #fff; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Weightings&lt;br /&gt;
|-  &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Cumulative Weighting&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Relative Weighting)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 1&#039;&#039;&#039; || 15 || Sectoid (10) || Drone (3) || Thinman (1) || Floater (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 2&#039;&#039;&#039; || 35 || Floater (9) || Thinman (9) || Muton (1) || Seeker (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 3&#039;&#039;&#039; || 59 || Muton (14) || Seeker (9) || Cyberdisc (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 4&#039;&#039;&#039; || 75 || Cyberdisc (14) || Mecthoid (1) || Berserker (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 5&#039;&#039;&#039; || 105 || Mechtoid (14) || Berserker (14) || Sectoid Commander (2)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 6&#039;&#039;&#039; || 137 || Sectoid Commander (28) || Heavy Floater (2) || Muton Elite (2)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 7&#039;&#039;&#039; || 216 || Muton Elite (38) || Heavy Floater (38) || Sectopod (3)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 8&#039;&#039;&#039; || 276 || Sectopod (57) || Ethereal (3)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 9&#039;&#039;&#039; || 303 || Ethereal (27)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 10&#039;&#039;&#039; || 333 ||Ethereal (30)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Chances===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;17&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Chances&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Chance to Appear) -- rounded to nearest percentage&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 1&lt;br /&gt;
| &#039;&#039;&#039;Sectoid&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 67%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Drone&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 2&lt;br /&gt;
| Sectoid / &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 29%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039; / &#039;&#039;&#039;Seeker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 3&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 24%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seeker&#039;&#039;&#039; / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 17%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 4&lt;br /&gt;
| &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039; / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thiman / Floater &lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 4%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 5&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039; / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 6&lt;br /&gt;
| &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 22%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; / &#039;&#039;&#039;Muton Elite&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 7&lt;br /&gt;
| &#039;&#039;&#039;Muton Elite&#039;&#039;&#039; / &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 18%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 8&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 22%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 4%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 9&lt;br /&gt;
| Sectopod&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 13%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 10&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039; / Sectopod&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 18%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 12%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leaders and Leader Levels ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;percent chance for an Alien Leader&#039;&#039;&#039; to appear in each pod is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 480px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Percent chance for Alien Leader&#039;&#039;&#039;: 25 + 5 x &#039;&#039;&#039;Alien level&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 725px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;Certain scripted missions will dictate alien leader chances outside of this formula.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The formula to determine &#039;&#039;&#039;Leader Level&#039;&#039;&#039; is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Leader Level&#039;&#039;&#039; = Clamp(1 + Rand(&#039;&#039;&#039;Alien Level&#039;&#039;&#039; / 2) + UFO Size Bonus + Alien Aggression Bonus, 1, 8)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 970px;&amp;quot;&amp;gt;&lt;br /&gt;
 After determining leader level there is a 10% chance to gain +1 level which could produce a leader level of 9 (max).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 650px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;Certain scripted missions will dictate alien levels outside of this formula&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UFO Size Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Medium: +1 leader level&lt;br /&gt;
*Large: +2 leader levels&lt;br /&gt;
*Extra Large: +3 leader levels&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Aggression Bonus:&#039;&#039;&#039;&lt;br /&gt;
*75+%: +1 leader level&lt;br /&gt;
*100%: +2 leader levels&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Aliens leaders have purple HP and are identified in the HUD by a special icon. Max level alien leaders have gold HP.&lt;br /&gt;
&lt;br /&gt;
==Alien Types==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psionic Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance.&lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown. &lt;br /&gt;
&lt;br /&gt;
Sectoid squad leaders get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to double their damage output. This makes them significantly more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=5 | base-damage=3 | base-aim=40 | base-will=30 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.3 | boost-hp=+2 | boost-damage=+0.5 | boost-aim=+4 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+1.2 | final-hp=+2 | final-damage=+2 | final-aim=+16 | final-will=+40 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Sectoid Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Sectoid Executioner | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Sectoid Shadow | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+5 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+70 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks (especially the early leader Assault Drones).&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant light cover from flying with damage reduction and ability to mutually repair can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=6.2 |base-hp=2 | base-damage=3 | base-aim=60 | base-will=0 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Master Mechanic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Master Mechanic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+1 | boost-damage=+1 | boost-aim=+3 | boost-will=0 | boost-defense=0 | boost-dr=+0.2 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+1 | final-damage=+4 | final-aim=+12 | final-will=0 | final-defense=0| final-dr=+0.2 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+3 | rank2-hp=+5 | rank2-aim=+10 | rank2-will=0 &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+5 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=0 &lt;br /&gt;
|rank4-name=Omega Drone | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+55 | rank4-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thinman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thinmen&#039;&#039;&#039; have high mobility, mediocre aim, and low will. The can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a corrosion effect that lowers aim and mobility by 20%, removes flat DR, and prevents passive healing for the remainder of the battle. &lt;br /&gt;
&lt;br /&gt;
Thinmen also have the &#039;&#039;Snapshot&#039;&#039; ability, making overwatch ineffective against their shots. While overwatch is still effective against them if they move, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Council missions tend to have disproportionally high numbers of thinmen -- it is advised to bring ample medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Weapon Fragment&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.7|base-hp=6 | base-damage=6 | base-aim=60 | base-will=35 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_LEAP.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Leap|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+6 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+3 | final-damage=+4 | final-aim=+24 | final-will=+10 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Thin Man Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+4 | rank1-aim=+10 | rank1-will=+12 &lt;br /&gt;
| rank2-name=Whisper | rank2-level=3 | rank2-damage=+3 | rank2-hp=+8 | rank2-aim=+20 | rank2-will=+27 &lt;br /&gt;
| rank3-name=Sidewinder | rank3-level=6 | rank3-damage=+5 | rank3-hp=+18 | rank3-aim=+30 | rank3-will=+42 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+7 | rank4-hp=+28 | rank4-aim=+50 | rank4-will=+52 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shadowstep|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shadowstep&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Mimetic Skin Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Concealment|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Concealment&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Urban Combat Badge 2 (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sharpshooter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; ability, granting them +15 defense while in flight or in cover. This makes them quite elusive. They also get +20 bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=7 | base-damage=6 | base-aim=60 | base-will=15 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+3 | boost-damage=+1 | boost-aim=+4 | boost-will=+6 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+3 | final-damage=+4 | final-aim=+16 | final-will=+24 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Floater Sentry | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+18 &lt;br /&gt;
| rank3-name=Floater Reaver | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=+28&lt;br /&gt;
| rank4-name=Reaver Lord | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+60 | rank4-will=+38 &lt;br /&gt;
| rank1-perks=[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]], [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank2-perks=[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Rapid Reaction|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Rapid Reaction&amp;lt;/span&amp;gt;]], [[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]], [[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank3-perks=[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]], [[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]], [[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]], [[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank4-perks=[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]], [[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have the [[Abilities_List_(LWR)#Close_Combat_Specialist|Close Combat Specialist]] perk, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will be much more common, sometimes appearing in large groups. They will occasionally patrol and are not always found in the command room.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=6.2 |base-hp=8 | base-damage=5 | base-aim=55 | base-will=50 | base-defense=0 | base-dr=1&amp;lt;br&amp;gt;+2 Regen | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Defenders Medal 2 (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Growth|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Growth&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Muscle Fiber Density|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Muscle Fiber Density&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:BATTLEFATIGUE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Adaptive Bone Marrow&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Neural Damping Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Neural Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Neural Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER_DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+2 | boost-aim=+8 | boost-will=+110 | boost-defense=0| boost-dr=+0.5&amp;lt;br&amp;gt;+1 Regen | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+3 | final-damage=+8 | final-aim=+32 | final-will=+440 | final-defense=0| final-dr=+0.5&amp;lt;br&amp;gt;+4 Regen | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Outsider Navigator | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+20 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Outsider Engineer | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+30 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Outsider Old Guard | rank3-level=5 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+40 | rank3-will=+30 &lt;br /&gt;
|rank4-name=Outsider Pioneer | rank4-level=7 | rank4-damage=+4 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+40 &lt;br /&gt;
|rank5-name=Outsider Champion | rank5-level=9 | rank5-damage=+5 | rank5-hp=+40 | rank5-aim=+60 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive_Bone_Marrow_Gene_Mod_(EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Brawler|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Brawler&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank5-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also deal significant damage and will corrode any unit they hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Explosives remain an effective counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and are difficult to hit with most weapons. Similarly, Concussion Grenades can debilitate a whole group of Chryssalids by reducing their mobility -- this means they won&#039;t be able to move and attack any units on the next turn if there are no units close to them. Chryssalids are immune to acid, so Acid Grenades won&#039;t reduce their mobility. A &#039;&#039;Close Combat&#039;&#039; Assault can frequently finish off weakened Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the &#039;&#039;Jellied Elerium&#039;&#039; upgrade) it can cause the Chryssalids to panic, and they may then run away from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=13.7 |base-hp=4 | base-damage=6 | base-aim=0 | base-will=20 | base-defense=30 | base-dr=0.5 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY STUN.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Stun Immune|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Stun Immune&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_LEAP.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Leap|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.8 | boost-hp=+4 | boost-damage=+3 | boost-aim=0 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+7.5 | final-hp=+4 | final-damage=+12 | final-aim=0 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Chryssalid Charger | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+5 &lt;br /&gt;
|rank2-name=Chryssalid Warrior | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=0 | rank2-will=+35 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+8 | rank3-hp=+15 | rank3-aim=0 | rank3-will=+45 &lt;br /&gt;
|rank4-name=Greater Hive Queen | rank4-level=9 | rank4-damage=+11 | rank4-hp=+35 | rank4-aim=0 | rank4-will=+65 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shadowstep|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shadowstep&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shock-Absorbent Armor&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
They also will corrode any unit they hit, making their melee attacks even more dangerous.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=12 | base-damage=5 | base-aim=0 | base-will=0 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY STUN.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Stun Immune|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Stun Immune&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+5 | boost-damage=+2 | boost-aim=0 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+5 | final-damage=+8 | final-aim=0 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and gaining +2 DR when strangling. Each turn the incapacitated units that are being strangled will be shredded and take over half their remaining health in direct damage. It is advised to try to kill them before they strangle as it can be difficult to remove them when strangling due to their increased resiliency.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners and the Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible Seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=6 | base-damage=3 | base-aim=50 | base-will=0 | base-defense=0 | base-dr=1 (3 when strangling) | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=4, 6, 8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+2 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+4 | final-damage=+4 | final-aim=+8 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=0 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+1 | rank2-hp=+14 | rank2-aim=+18 | rank2-will=0 &lt;br /&gt;
|rank3-name=Battle Wraith | rank3-level=6 | rank3-damage=+2 | rank3-hp=+24 | rank3-aim=+26 | rank3-will=0 &lt;br /&gt;
|rank4-name=Hydra | rank4-level=9 | rank4-damage=+3 | rank4-hp=+34 | rank4-aim=+46 | rank4-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSEPERSONAL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Encounters|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Encounters&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR when protected by cover. They start with Alien Carbines and later upgrade to Alien Rifles. &lt;br /&gt;
&lt;br /&gt;
Muton leaders have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them defense and crit resistance against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies in range, including double mobility. This can catch an unwary player off guard as a Muton moves many tiles to flank one of their soldiers.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or even retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Weapon Fragment&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=10 | base-damage=6 (upgrade: 8) | base-aim=60 | base-will=10 | base-defense=0 | base-dr=0.5 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT KILLERINSTINCT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tenacious Defense|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tenacious Defense&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=4, 6, 8, 10, 12, 14 | boost-mobility=0 | boost-hp=+4 | boost-damage=+1 | boost-aim=+5 | boost-will=+6 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+4 | final-aim=+20 | final-will=+24 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Muton Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+20 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Muton Sentry | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+25 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Muton Centurion | rank3-level=6 | rank3-damage=+4 | rank3-hp=+30 | rank3-aim=+35 | rank3-will=+40 &lt;br /&gt;
|rank4-name=Sargon | rank4-level=9 | rank4-damage=+6 | rank4-hp=+35 | rank4-aim=+60 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage. They can transform between open and closed states: their open state is required to act and their closed state will grant them hardened and +6 DR. If they take damage in their open state, they will automatically close. However, they must open in order to act. Thus, they are best dealt with through high damage single attacks (e.g. a Mayhem sniper) when open. &lt;br /&gt;
&lt;br /&gt;
Their movement range can take you off guard as it&#039;s close to that of a Chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply fire long-range explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10 |base-hp=18 | base-damage=10 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=1 (7 When Closed) | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Recon_LWR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened (When Closed)&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:FLASHBANG GRENADE ICON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#HEAT Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;HEAT Warheads&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+4 | boost-damage=+4 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+4 | final-damage=+16 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Cyberdisc Rover | rank1-level=1 | rank1-damage=0 | rank1-hp=+3 | rank1-aim=+5 | rank1-will=0 &lt;br /&gt;
|rank2-name=Cyberdisc Gunship | rank2-level=5 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+15 | rank2-will=0 &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+5 | rank3-hp=+23 | rank3-aim=+35 | rank3-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Chem Grenades are also useful as Mechtoids have a significant amount of flat DR and the corrosion will lower their accuracy.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health. As a result, it is ideal that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=20 | base-damage=10 | base-aim=70 | base-will=40 | base-defense=0 | base-dr=4 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MindMerge_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=+0.6 | boost-hp=+4 | boost-damage=+3 | boost-aim=+5 | boost-will=+10 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+4 | final-damage=+12 | final-aim=+20 | final-will=+40 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan Mechtoid | rank1-level=1 | rank1-damage=+2 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Leviathan Mechtoid | rank2-level=5 | rank2-damage=+4 | rank2-hp=+26 | rank2-aim=+20 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+6 | rank3-hp=+36 | rank3-aim=+30 | rank3-will=+90 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Reactive Targeting Sensors&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
|skill2-img=[[File:ALIEN BULLRUSH.png|24px]]&lt;br /&gt;
|skill2-text=Bull Rush&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear as Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Concussing a Berserker will reduce its movement range to well below Concussion throw range, so is a good way to neutralize a Berserker you&#039;re not ready to kill.&lt;br /&gt;
&lt;br /&gt;
Berserker Leaders have the &#039;&#039;Overpower&#039;&#039; ability, which grants them an overpowering aura. Non-SHIV XCOM units within their line of sight perform a will test against their will after each move or action taken. Failing this will test ends the unit&#039;s turn immediately. This means low will multi-action units are much less effective when there is a Berserker leader present. This can be countered with psionics, either by reducing their will or causing them to panic. Additionally, the &#039;&#039;Steadfast&#039;&#039; ability (can be gained by equipping an alien trophy) grants some resistance to being overpowered.&lt;br /&gt;
&lt;br /&gt;
Be careful staying in cover near a Berserker as it may encourage a &#039;&#039;Bull Rush&#039;&#039; attack, destroying the cover and dealing significant damage from range. This is doubly true if they have benefited from a blood call as their mobility will be quite extreme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10.6 |base-hp=16 | base-damage=14 | base-aim=60 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN BLOODLUST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Bloodlust|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Bloodlust&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN INTIMIDATE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Intimidate|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Intimidate&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Muscle Fiber Density|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Muscle Fiber Density&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+6 | boost-damage=+5 | boost-aim=0 | boost-will=+4 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+6 | final-damage=+20 | final-aim=0 | final-will=+16 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Alpha Berserker | rank1-level=1 | rank1-damage=+4 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+8 | rank2-hp=+15 | rank2-aim=0 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+12 | rank3-hp=+35 | rank3-aim=0 | rank3-will=+30 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_IMPLANT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Overpower|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Overpower&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shock-Absorbent Armor&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts, and a substantial step up in terms of difficulty. An unprepared player could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting, making them even more effective in their role. They all have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting multiple targets both +100 aim and +100 crit in addition to the +25 will and healing. They can also use &#039;&#039;Mind Control&#039;&#039; which will turn one of your soldiers against you.&lt;br /&gt;
&lt;br /&gt;
They also gain the &#039;&#039;Distortion&#039;&#039; ability which distorts reality around them, making non-psionic attacks deal 65% less damage against them, and granting nearby allies +10 defense. In addition, &#039;&#039;Distortion&#039;&#039; will prevent squadsight shots from being able to target them.&lt;br /&gt;
&lt;br /&gt;
Everything considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=14 | base-damage=7 | base-aim=60 | base-will=80 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:distortion_field_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Distortion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Distortion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER_GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+2 | boost-damage=+2 | boost-aim=+5 | boost-will=+30 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+2 | final-damage=+8 | final-aim=+20 | final-will=+80 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Sectoid Lieutenant Commander | rank1-level=1 | rank1-damage=+3 | rank1-hp=+4 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Sectoid Chief Commander | rank2-level=5 | rank2-damage=+5 | rank2-hp=+8 | rank2-aim=+40 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Great Reticulan | rank3-level=9 | rank3-damage=+8 | rank3-hp=+12 | rank3-aim=+60 | rank3-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill7-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
They also have &#039;&#039;Rapid Reaction&#039;&#039; granting them the ability to trigger overwatch against units they can&#039;t originally see, and do so 3x per turn.&lt;br /&gt;
&lt;br /&gt;
They also have &#039;&#039;Critical System Targeting&#039;&#039; and hit quite hard (often with high aim due to elevation), so tanking their shots with mechanical units is quite costly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.7 |base-hp=20 | base-damage=8 | base-aim=80 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Rapid Reaction|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Rapid Reaction&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+5 | boost-damage=+2 | boost-aim=+5 | boost-will=+6 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+5 | final-damage=+8 | final-aim=+20 | final-will=+24 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Aircobra | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+20 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+6 | rank3-hp=+25 | rank3-aim=+40 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSEPERSONAL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Encounters|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Encounters&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY MAYHEM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Mayhem|&amp;lt;span style=&amp;quot;color:#333;font-size:0.9em;&amp;quot;&amp;gt;Mayhem&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are looking similar to Mutons, but with a red armor and a helmet.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;. Their leaders have the &#039;&#039;Shredder&#039;&#039; ability which means your units should take care to avoid their shots.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=30 | base-damage=10 | base-aim=80 | base-will=30 | base-defense=0 | base-dr=2 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT KILLERINSTINCT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tenacious Defense|&amp;lt;span style=&amp;quot;color:#333;font-size:0.9em;&amp;quot;&amp;gt;Tenacious Defense&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=8, 10, 12, 14 | boost-mobility=+0.6 | boost-hp=+5 | boost-damage=+3 | boost-aim=+8 | boost-will=+6 | boost-defense=0 | boost-dr=+0.8 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+5 | final-damage=+12 | final-aim=+32 | final-will=+24 | final-defense=0 | final-dr=+0.8 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Muton Elite Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=0 | rank1-aim=0 | rank1-will=0 &lt;br /&gt;
|rank2-name=Muton Elite Sentry | rank2-level=3 | rank2-damage=+4 | rank2-hp=+5 | rank2-aim=+5 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Muton Elite Centurion | rank3-level=5 | rank3-damage=+6 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=+30 &lt;br /&gt;
|rank4-name=Muton Elite Praetorian | rank4-level=8 | rank4-damage=+8 | rank4-hp=+35 | rank4-aim=+20 | rank4-will=+70 &lt;br /&gt;
|rank5-name=Bashar | rank5-level=9 | rank5-damage=+10 | rank5-hp=+55 | rank5-aim=+40 | rank5-will=+80 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY SHREDDER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shredder|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shredder&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Bring &#039;Em On|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Bring &#039;Em On&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Neural Damping Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Neural Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Neural Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank5-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN CLUSTERBOMB.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Cluster Bomb|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cluster Bomb&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon, their green turret cannon, and their cluster bomb rockets. The green turret cannon does -50% weapon damage and will activate for reaction shots. &lt;br /&gt;
&lt;br /&gt;
The cluster bomb rockets will require a turn to prepare. When they prepare, there will be a popup warning you of the imminent attack. On the next turn, the attack will deal +10 extra damage in a 5 tile radius area to a certain impact point. After the initial hit there will be an immediate shockwave that will damage all targets (including other aliens -- though sectopods and units with distortion are immune) within a 60 tile radius that have line of sight to the center of the impact for 1-3 damage (depending on proximity to the blast).&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and extremely high aim. Tanking their shots should only be done by very resilient units, and they will still likely lose the majority of their health.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and flat DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to do reasonable amounts of damage.&lt;br /&gt;
&lt;br /&gt;
By the time you encounter these units, you should hopefully be well on your way to finishing your campaign!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=45 | base-damage=20 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=8 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:FLASHBANG GRENADE ICON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Reactive Targeting Sensors&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=9, 11, 13 | boost-mobility=0 | boost-hp=+4 | boost-damage=+8 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+32 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Sectopod Destroyer | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Sectopod Titan | rank2-level=5 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=0 &lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the pinnacle of danger a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Mind Control&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover,  with &#039;&#039;Psi Mastery&#039;&#039; they can perform 2 attacks each turn.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders they have the &#039;&#039;Distortion&#039;&#039; ability, granting immunity to squadsight and reducing any damage dealt to them. They also regenerate health, have innate defense, and the &#039;&#039;Overpower&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are no aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10 |base-hp=28 | base-damage=0 | base-aim=130 | base-will=120 | base-defense=50 | base-dr=+8 regen | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:distortion_field_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Distortion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Distortion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_IMPLANT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Overpower|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Overpower&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:BATTLEFATIGUE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Adaptive Bone Marrow&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=10, 12, 14 | boost-mobility=+0.6 | boost-hp=+10 | boost-damage=+4 | boost-aim=+20 | boost-will=+40 | boost-defense=0 | boost-dr=+4 regen | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+10 | final-damage=+16 | final-aim=+80 | final-will=+40 | final-defense=0 | final-dr=+4 regen | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Etheral Primus | rank1-level=1 | rank1-damage=+2 | rank1-hp=+8 | rank1-aim=0 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Ethereal Overmind | rank2-level=9 | rank2-damage=+6 | rank2-hp=+12 | rank2-aim=0 | rank2-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=98671</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=98671"/>
		<updated>2020-11-22T12:38:55Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Pod Behaviour */ Note down whatever I learned on Discord; please correct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File:LWRthinman.png|right|500px]]&lt;br /&gt;
==Alien Pods==&lt;br /&gt;
&lt;br /&gt;
===Pod Composition===&lt;br /&gt;
Pods are typically comprised of one &#039;&#039;&#039;Squad Leader&#039;&#039;&#039; (often possessed with noticeably more stats and perks) &amp;amp; several regular troopers whose type is related to the leader and who have a chance to receive various upgrades dependent upon [[Alien_Level_(LWR)|Alien Level]]. Later in the game, bosses with noticeably larger models and massive HP pools make an appearance in missions.&lt;br /&gt;
&lt;br /&gt;
Pod composition is dependent upon the leader, with leaders tending to contain supporting troopers of the same or lesser type. For instance, [[Alien_Life_Forms_(LWR)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]], whose [[Abilities_List_(LWR)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful Psi Shield, while [[Alien_Life_Forms_(LWR)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(LWR)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(LWR)#ThinMan|Thinmen]] or [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]] only contain units of the same type as the leader. The quantity of aliens in a pod is dependent upon overall [[Alien_Level_(LWR)|Alien Level]] as well as the total number of aliens on mission; pods are rolled randomly and random numbers of aliens are added to said pods until all available units have been assigned. The number of aliens on missions is slightly influenced by [[Alien_Resources_(LWR)|Alien Resources]].&lt;br /&gt;
&lt;br /&gt;
===Pod Behaviour===&lt;br /&gt;
&lt;br /&gt;
All pods begin not activated, that is, aliens move or stay together and don&#039;t attempt to shoot or take cover. An exception is drop-in pods, arriving during a mission, which activate immediately upon arrival if they see any XCOM soldier, but may activate or not, randomly, otherwise. Activation can&#039;t ever be undone, even if line of sight to XCOM soldiers is completely broken. XCOM is aware of every activation, with a close-up scene playing, even if none of the pod aliens are seen by soldiers. Upon activation, a pod [[Other_Abilities_(LWR)#Scamper|scampers]], which may cause &#039;&#039;&#039;chain activation&#039;&#039;&#039; of other pods in the area.&lt;br /&gt;
&lt;br /&gt;
A pod activates immediately if and only if &amp;lt;sup&amp;gt;please verify and correct&amp;lt;/sup&amp;gt; any of its members at any point in time: sees an XCOM soldier (but the reverse visibility doesn&#039;t matter) or a mimic beackon, sees another activated alien, notices a corpse of an alien killed during the mission (but not as the result of air combat), is significantly affected by anybody (direct hit, explosive damage including friendly fire, suppression, holo, etc., but not battle scanner), is shot at and missed. Note that unactivated pods are &#039;&#039;&#039;not&#039;&#039;&#039; activated by aliens calling for help nor by bumping into other unactivated pods.  &lt;br /&gt;
&lt;br /&gt;
While members of an activated pod do not coordinate among themselves any better than disparate aliens from different pods would, there is one significant mechanic which is pod-dependent: &#039;&#039;&#039;retreat mode&#039;&#039;&#039;. If a large portion of aliens of a given pod are destroyed (usually all but 1-3, depending on the original size), the surviving members of the pod will begin to fall back, retreating out of sight of XCOM and toward good cover or other, unactivated pods. The aliens will remain in retreat mode until they can see XCOM again, though destroying more units from the pod is sufficient to resume the retreat. Aliens entering into retreat mode will be identified by visual and auditory cues; the camera will pan toward the alien shouting or talking, and one of your soldiers will mention that they&#039;re falling back. Note that retreating aliens never call for help, but they activate any pods they run into all the same.&lt;br /&gt;
&lt;br /&gt;
Conversely, if XCOM is pushed back and out of sight of the aliens, they&#039;ll call for reinforcements to hunt XCOM soldiers down. In general, if active aliens exist on the map, aren&#039;t in retreat mode, and none of them has any XCOM operatives in sight range at the end of the aliens turn, they&#039;ll call all unactivated pods on the map (aside from the Command Pod, if any) to help them hunt down XCOM. Each unactivated pod will begin moving toward XCOMs current location inexorably, will activate at some point in a normal way and attack the soldiers, and short of retreating or being wiped out, the only possibility left for XCOM is to defeat all such enemies.&lt;br /&gt;
&lt;br /&gt;
===Pod Size &amp;amp; Distribution===&lt;br /&gt;
&lt;br /&gt;
Pods have a number of aliens that are directly dependent upon current [[Alien_Level_(LWR)|Alien Level]]:&lt;br /&gt;
&lt;br /&gt;
* Small (Alien Level 1+): 2-4 aliens per pod&lt;br /&gt;
* Medium (Alien Level 3+): 3-6 aliens per pod&lt;br /&gt;
* Large (Alien Level 6+): 4-8 aliens per pod&lt;br /&gt;
&lt;br /&gt;
While increases in pod sizes do not necessarily lead to more aliens on missions, extra aliens rolled that can&#039;t fit into any available pod are discarded. This has the largest effect during early Large UFOs, which typically call for way more aliens than can fit in their Small Pods. To partially compensate, missions taking place while pod sizes are small typically get an extra pod or two to work with. Larger pod sizes &#039;&#039;typically&#039;&#039; means the same amount of aliens overall, just compacted into less pods.&lt;br /&gt;
&lt;br /&gt;
The number of aliens on every mission is restricted to between 3 x Num_pods to 8 x Num_pods, and a minimum of 6 aliens.&lt;br /&gt;
&lt;br /&gt;
===Pod Types===&lt;br /&gt;
&lt;br /&gt;
Pods come in three basic types: Soldier Pods, Terror Pods, and Command Pods. Soldier pods pull from a pool of most aliens and comprise the vast majority of pods encountered on all missions; Terror Pods pull from a slightly different pool. Command Pods only appear in UFOs and have relatively rigid compositions. Lastly, for [[Covert_Operations_(LWR)|Covert Operations]], Exalt have special mechanics which govern the quantity and size of their pods. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldier&#039;&#039;&#039; Pods: Soldier Pods are the most common type of pod, appearing as the majority pod type in every mission except [[Missions_(LWR)#Terror_Site|Terror Sites]] &amp;amp; [[Covert_Operations_(LWR)|Covert Operations]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terror&#039;&#039;&#039; Pods: Terror pods are a special type of pod that only appear in [[Missions_(LWR)#Terror_Site|Terror Sites]], [[UFOs_(LWR)#Large_UFOs|Large UFOs]], [[Missions_(LWR)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(LWR)#Retaliate|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens and are the only pod which contains Chryssalids. Exalt also make an appearance in later months.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command&#039;&#039;&#039; Pods: UFOs additionally have a special pod called the Command Pod which contains a fixed number of aliens based on UFO type. They consist entirely of [[Alien_Life_Forms_(LWR)#Outsider|Outsiders]]. Larger UFOs can contain multiple Command Pods. Be warned: if a Command Pod spots XCOM and activates, it will immediately call all remaining alien forces on the map to its current location; this makes an early engagement against the command pod a risky affair.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EXALT&#039;&#039;&#039; Pods: While EXALT have a chance of appearing in Terror Pods, they appear most often in [[Covert_Operations_(LWR)|Covert Operations]]. All covert operations include drop ins of lone EXALT operatives who may or may not appear in cover and may or may not overwatch (Note: On Normal and Classic difficulty they will never overwatch).&lt;br /&gt;
&lt;br /&gt;
==Alien Appearances==&lt;br /&gt;
&lt;br /&gt;
Each pod created in the game has a chance to consist of different alien types. This changes the higher the Alien Level is (based on accumulated alien research). Below are the Alien Appearance Tables that describes the chance each alien has of appearing at each Alien Level.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Alien Appearance Weightings&#039;&#039;&#039; table, the number in brackets beside each alien type is their relative weighting.  As an example, at Alien Level 3, the chance a pod will be a seeker pod is: (9 + 1) / (10 + 3 + 1 + 1 + 9 + 9 + 1 + 1 + 14 + 9 + 1) = 10 / 59 = 0.169. So each pod will have a ~17% chance of being a seeker pod at Alien Level 3. You can see all the calculated appearance chances in the &#039;&#039;&#039;Alien Appearance Chances&#039;&#039;&#039; table.&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Weightings===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #fff; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Weightings&lt;br /&gt;
|-  &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Cumulative Weighting&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Relative Weighting)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 1&#039;&#039;&#039; || 15 || Sectoid (10) || Drone (3) || Thinman (1) || Floater (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 2&#039;&#039;&#039; || 35 || Floater (9) || Thinman (9) || Muton (1) || Seeker (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 3&#039;&#039;&#039; || 59 || Muton (14) || Seeker (9) || Cyberdisc (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 4&#039;&#039;&#039; || 75 || Cyberdisc (14) || Mecthoid (1) || Berserker (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 5&#039;&#039;&#039; || 105 || Mechtoid (14) || Berserker (14) || Sectoid Commander (2)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 6&#039;&#039;&#039; || 137 || Sectoid Commander (28) || Heavy Floater (2) || Muton Elite (2)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 7&#039;&#039;&#039; || 216 || Muton Elite (38) || Heavy Floater (38) || Sectopod (3)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 8&#039;&#039;&#039; || 276 || Sectopod (57) || Ethereal (3)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 9&#039;&#039;&#039; || 303 || Ethereal (27)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 10&#039;&#039;&#039; || 333 ||Ethereal (30)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Chances===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;17&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Chances&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Chance to Appear) -- rounded to nearest percentage&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 1&lt;br /&gt;
| &#039;&#039;&#039;Sectoid&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 67%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Drone&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 2&lt;br /&gt;
| Sectoid / &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 29%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039; / &#039;&#039;&#039;Seeker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 3&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 24%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seeker&#039;&#039;&#039; / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 17%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 4&lt;br /&gt;
| &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039; / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thiman / Floater &lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 4%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 5&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039; / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 6&lt;br /&gt;
| &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 22%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; / &#039;&#039;&#039;Muton Elite&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 7&lt;br /&gt;
| &#039;&#039;&#039;Muton Elite&#039;&#039;&#039; / &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 18%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 8&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 22%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 4%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 9&lt;br /&gt;
| Sectopod&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 13%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 10&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039; / Sectopod&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 18%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 12%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leaders and Leader Levels ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;percent chance for an Alien Leader&#039;&#039;&#039; to appear in each pod is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 480px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Percent chance for Alien Leader&#039;&#039;&#039;: 25 + 5 x &#039;&#039;&#039;Alien level&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 725px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;Certain scripted missions will dictate alien leader chances outside of this formula.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The formula to determine &#039;&#039;&#039;Leader Level&#039;&#039;&#039; is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Leader Level&#039;&#039;&#039; = Clamp(1 + Rand(&#039;&#039;&#039;Alien Level&#039;&#039;&#039; / 2) + UFO Size Bonus + Alien Aggression Bonus, 1, 8)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 970px;&amp;quot;&amp;gt;&lt;br /&gt;
 After determining leader level there is a 10% chance to gain +1 level which could produce a leader level of 9 (max).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 650px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;Certain scripted missions will dictate alien levels outside of this formula&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UFO Size Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Medium: +1 leader level&lt;br /&gt;
*Large: +2 leader levels&lt;br /&gt;
*Extra Large: +3 leader levels&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Aggression Bonus:&#039;&#039;&#039;&lt;br /&gt;
*75+%: +1 leader level&lt;br /&gt;
*100%: +2 leader levels&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Aliens leaders have purple HP and are identified in the HUD by a special icon. Max level alien leaders have gold HP.&lt;br /&gt;
&lt;br /&gt;
==Alien Types==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psionic Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance.&lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown. &lt;br /&gt;
&lt;br /&gt;
Sectoid squad leaders get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to double their damage output. This makes them significantly more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=5 | base-damage=3 | base-aim=40 | base-will=30 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.3 | boost-hp=+2 | boost-damage=+0.5 | boost-aim=+4 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+1.2 | final-hp=+2 | final-damage=+2 | final-aim=+16 | final-will=+40 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Sectoid Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Sectoid Executioner | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Sectoid Shadow | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+5 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+70 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks (especially the early leader Assault Drones).&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant light cover from flying with damage reduction and ability to mutually repair can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=6.2 |base-hp=2 | base-damage=3 | base-aim=60 | base-will=0 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Master Mechanic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Master Mechanic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+1 | boost-damage=+1 | boost-aim=+3 | boost-will=0 | boost-defense=0 | boost-dr=+0.2 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+1 | final-damage=+4 | final-aim=+12 | final-will=0 | final-defense=0| final-dr=+0.2 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+3 | rank2-hp=+5 | rank2-aim=+10 | rank2-will=0 &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+5 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=0 &lt;br /&gt;
|rank4-name=Omega Drone | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+55 | rank4-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thinman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thinmen&#039;&#039;&#039; have high mobility, mediocre aim, and low will. The can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a corrosion effect that lowers aim and mobility by 20%, removes flat DR, and prevents passive healing for the remainder of the battle. &lt;br /&gt;
&lt;br /&gt;
Thinmen also have the &#039;&#039;Snapshot&#039;&#039; ability, making overwatch ineffective against their shots. While overwatch is still effective against them if they move, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Council missions tend to have disproportionally high numbers of thinmen -- it is advised to bring ample medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Weapon Fragment&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.7|base-hp=6 | base-damage=6 | base-aim=60 | base-will=35 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_LEAP.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Leap|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+6 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+3 | final-damage=+4 | final-aim=+24 | final-will=+10 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Thin Man Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+4 | rank1-aim=+10 | rank1-will=+12 &lt;br /&gt;
| rank2-name=Whisper | rank2-level=3 | rank2-damage=+3 | rank2-hp=+8 | rank2-aim=+20 | rank2-will=+27 &lt;br /&gt;
| rank3-name=Sidewinder | rank3-level=6 | rank3-damage=+5 | rank3-hp=+18 | rank3-aim=+30 | rank3-will=+42 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+7 | rank4-hp=+28 | rank4-aim=+50 | rank4-will=+52 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shadowstep|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shadowstep&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Mimetic Skin Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Concealment|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Concealment&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Urban Combat Badge 2 (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sharpshooter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; ability, granting them +15 defense while in flight or in cover. This makes them quite elusive. They also get +20 bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=7 | base-damage=6 | base-aim=60 | base-will=15 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+3 | boost-damage=+1 | boost-aim=+4 | boost-will=+6 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+3 | final-damage=+4 | final-aim=+16 | final-will=+24 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Floater Sentry | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+18 &lt;br /&gt;
| rank3-name=Floater Reaver | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=+28&lt;br /&gt;
| rank4-name=Reaver Lord | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+60 | rank4-will=+38 &lt;br /&gt;
| rank1-perks=[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]], [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank2-perks=[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Rapid Reaction|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Rapid Reaction&amp;lt;/span&amp;gt;]], [[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]], [[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank3-perks=[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]], [[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]], [[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]], [[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank4-perks=[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]], [[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have the [[Abilities_List_(LWR)#Close_Combat_Specialist|Close Combat Specialist]] perk, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will be much more common, sometimes appearing in large groups. They will occasionally patrol and are not always found in the command room.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=6.2 |base-hp=8 | base-damage=5 | base-aim=55 | base-will=50 | base-defense=0 | base-dr=1&amp;lt;br&amp;gt;+2 Regen | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Defenders Medal 2 (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Growth|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Growth&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Muscle Fiber Density|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Muscle Fiber Density&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:BATTLEFATIGUE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Adaptive Bone Marrow&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Neural Damping Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Neural Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Neural Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER_DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+2 | boost-aim=+8 | boost-will=+110 | boost-defense=0| boost-dr=+0.5&amp;lt;br&amp;gt;+1 Regen | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+3 | final-damage=+8 | final-aim=+32 | final-will=+440 | final-defense=0| final-dr=+0.5&amp;lt;br&amp;gt;+4 Regen | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Outsider Navigator | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+20 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Outsider Engineer | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+30 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Outsider Old Guard | rank3-level=5 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+40 | rank3-will=+30 &lt;br /&gt;
|rank4-name=Outsider Pioneer | rank4-level=7 | rank4-damage=+4 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+40 &lt;br /&gt;
|rank5-name=Outsider Champion | rank5-level=9 | rank5-damage=+5 | rank5-hp=+40 | rank5-aim=+60 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive_Bone_Marrow_Gene_Mod_(EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Brawler|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Brawler&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank5-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also deal significant damage and will corrode any unit they hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Explosives remain an effective counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and are difficult to hit with most weapons. Similarly, Concussion Grenades can debilitate a whole group of Chryssalids by reducing their mobility -- this means they won&#039;t be able to move and attack any units on the next turn if there are no units close to them. Chryssalids are immune to acid, so Acid Grenades won&#039;t reduce their mobility. A &#039;&#039;Close Combat&#039;&#039; Assault can frequently finish off weakened Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the &#039;&#039;Jellied Elerium&#039;&#039; upgrade) it can cause the Chryssalids to panic, and they may then run away from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=13.7 |base-hp=4 | base-damage=6 | base-aim=0 | base-will=20 | base-defense=30 | base-dr=0.5 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY STUN.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Stun Immune|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Stun Immune&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_LEAP.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Leap|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.8 | boost-hp=+4 | boost-damage=+3 | boost-aim=0 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+7.5 | final-hp=+4 | final-damage=+12 | final-aim=0 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Chryssalid Charger | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+5 &lt;br /&gt;
|rank2-name=Chryssalid Warrior | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=0 | rank2-will=+35 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+8 | rank3-hp=+15 | rank3-aim=0 | rank3-will=+45 &lt;br /&gt;
|rank4-name=Greater Hive Queen | rank4-level=9 | rank4-damage=+11 | rank4-hp=+35 | rank4-aim=0 | rank4-will=+65 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shadowstep|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shadowstep&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shock-Absorbent Armor&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
They also will corrode any unit they hit, making their melee attacks even more dangerous.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=12 | base-damage=5 | base-aim=0 | base-will=0 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY STUN.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Stun Immune|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Stun Immune&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+5 | boost-damage=+2 | boost-aim=0 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+5 | final-damage=+8 | final-aim=0 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and gaining +2 DR when strangling. Each turn the incapacitated units that are being strangled will be shredded and take over half their remaining health in direct damage. It is advised to try to kill them before they strangle as it can be difficult to remove them when strangling due to their increased resiliency.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners and the Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible Seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=6 | base-damage=3 | base-aim=50 | base-will=0 | base-defense=0 | base-dr=1 (3 when strangling) | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=4, 6, 8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+2 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+4 | final-damage=+4 | final-aim=+8 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=0 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+1 | rank2-hp=+14 | rank2-aim=+18 | rank2-will=0 &lt;br /&gt;
|rank3-name=Battle Wraith | rank3-level=6 | rank3-damage=+2 | rank3-hp=+24 | rank3-aim=+26 | rank3-will=0 &lt;br /&gt;
|rank4-name=Hydra | rank4-level=9 | rank4-damage=+3 | rank4-hp=+34 | rank4-aim=+46 | rank4-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSEPERSONAL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Encounters|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Encounters&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR when protected by cover. They start with Alien Carbines and later upgrade to Alien Rifles. &lt;br /&gt;
&lt;br /&gt;
Muton leaders have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them defense and crit resistance against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies in range, including double mobility. This can catch an unwary player off guard as a Muton moves many tiles to flank one of their soldiers.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or even retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Weapon Fragment&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=10 | base-damage=6 (upgrade: 8) | base-aim=60 | base-will=10 | base-defense=0 | base-dr=0.5 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT KILLERINSTINCT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tenacious Defense|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tenacious Defense&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=4, 6, 8, 10, 12, 14 | boost-mobility=0 | boost-hp=+4 | boost-damage=+1 | boost-aim=+5 | boost-will=+6 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+4 | final-aim=+20 | final-will=+24 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Muton Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+20 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Muton Sentry | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+25 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Muton Centurion | rank3-level=6 | rank3-damage=+4 | rank3-hp=+30 | rank3-aim=+35 | rank3-will=+40 &lt;br /&gt;
|rank4-name=Sargon | rank4-level=9 | rank4-damage=+6 | rank4-hp=+35 | rank4-aim=+60 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage. They can transform between open and closed states: their open state is required to act and their closed state will grant them hardened and +6 DR. If they take damage in their open state, they will automatically close. However, they must open in order to act. Thus, they are best dealt with through high damage single attacks (e.g. a Mayhem sniper) when open. &lt;br /&gt;
&lt;br /&gt;
Their movement range can take you off guard as it&#039;s close to that of a Chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply fire long-range explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10 |base-hp=18 | base-damage=10 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=1 (7 When Closed) | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Recon_LWR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened (When Closed)&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:FLASHBANG GRENADE ICON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#HEAT Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;HEAT Warheads&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+4 | boost-damage=+4 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+4 | final-damage=+16 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Cyberdisc Rover | rank1-level=1 | rank1-damage=0 | rank1-hp=+3 | rank1-aim=+5 | rank1-will=0 &lt;br /&gt;
|rank2-name=Cyberdisc Gunship | rank2-level=5 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+15 | rank2-will=0 &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+5 | rank3-hp=+23 | rank3-aim=+35 | rank3-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Chem Grenades are also useful as Mechtoids have a significant amount of flat DR and the corrosion will lower their accuracy.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health. As a result, it is ideal that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=20 | base-damage=10 | base-aim=70 | base-will=40 | base-defense=0 | base-dr=4 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MindMerge_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=+0.6 | boost-hp=+4 | boost-damage=+3 | boost-aim=+5 | boost-will=+10 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+4 | final-damage=+12 | final-aim=+20 | final-will=+40 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan Mechtoid | rank1-level=1 | rank1-damage=+2 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Leviathan Mechtoid | rank2-level=5 | rank2-damage=+4 | rank2-hp=+26 | rank2-aim=+20 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+6 | rank3-hp=+36 | rank3-aim=+30 | rank3-will=+90 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Reactive Targeting Sensors&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
|skill2-img=[[File:ALIEN BULLRUSH.png|24px]]&lt;br /&gt;
|skill2-text=Bull Rush&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear as Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Concussing a Berserker will reduce its movement range to well below Concussion throw range, so is a good way to neutralize a Berserker you&#039;re not ready to kill.&lt;br /&gt;
&lt;br /&gt;
Berserker Leaders have the &#039;&#039;Overpower&#039;&#039; ability, which grants them an overpowering aura. Non-SHIV XCOM units within their line of sight perform a will test against their will after each move or action taken. Failing this will test ends the unit&#039;s turn immediately. This means low will multi-action units are much less effective when there is a Berserker leader present. This can be countered with psionics, either by reducing their will or causing them to panic. Additionally, the &#039;&#039;Steadfast&#039;&#039; ability (can be gained by equipping an alien trophy) grants some resistance to being overpowered.&lt;br /&gt;
&lt;br /&gt;
Be careful staying in cover near a Berserker as it may encourage a &#039;&#039;Bull Rush&#039;&#039; attack, destroying the cover and dealing significant damage from range. This is doubly true if they have benefited from a blood call as their mobility will be quite extreme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10.6 |base-hp=16 | base-damage=14 | base-aim=60 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN BLOODLUST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Bloodlust|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Bloodlust&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN INTIMIDATE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Intimidate|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Intimidate&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Muscle Fiber Density|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Muscle Fiber Density&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+6 | boost-damage=+5 | boost-aim=0 | boost-will=+4 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+6 | final-damage=+20 | final-aim=0 | final-will=+16 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Alpha Berserker | rank1-level=1 | rank1-damage=+4 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+8 | rank2-hp=+15 | rank2-aim=0 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+12 | rank3-hp=+35 | rank3-aim=0 | rank3-will=+30 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_IMPLANT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Overpower|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Overpower&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shock-Absorbent Armor&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts, and a substantial step up in terms of difficulty. An unprepared player could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting, making them even more effective in their role. They all have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting multiple targets both +100 aim and +100 crit in addition to the +25 will and healing. They can also use &#039;&#039;Mind Control&#039;&#039; which will turn one of your soldiers against you.&lt;br /&gt;
&lt;br /&gt;
They also gain the &#039;&#039;Distortion&#039;&#039; ability which distorts reality around them, making non-psionic attacks deal 65% less damage against them, and granting nearby allies +10 defense. In addition, &#039;&#039;Distortion&#039;&#039; will prevent squadsight shots from being able to target them.&lt;br /&gt;
&lt;br /&gt;
Everything considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=14 | base-damage=7 | base-aim=60 | base-will=80 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:distortion_field_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Distortion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Distortion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER_GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+2 | boost-damage=+2 | boost-aim=+5 | boost-will=+30 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+2 | final-damage=+8 | final-aim=+20 | final-will=+80 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Sectoid Lieutenant Commander | rank1-level=1 | rank1-damage=+3 | rank1-hp=+4 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Sectoid Chief Commander | rank2-level=5 | rank2-damage=+5 | rank2-hp=+8 | rank2-aim=+40 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Great Reticulan | rank3-level=9 | rank3-damage=+8 | rank3-hp=+12 | rank3-aim=+60 | rank3-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill7-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
They also have &#039;&#039;Rapid Reaction&#039;&#039; granting them the ability to trigger overwatch against units they can&#039;t originally see, and do so 3x per turn.&lt;br /&gt;
&lt;br /&gt;
They also have &#039;&#039;Critical System Targeting&#039;&#039; and hit quite hard (often with high aim due to elevation), so tanking their shots with mechanical units is quite costly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.7 |base-hp=20 | base-damage=8 | base-aim=80 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Rapid Reaction|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Rapid Reaction&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+5 | boost-damage=+2 | boost-aim=+5 | boost-will=+6 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+5 | final-damage=+8 | final-aim=+20 | final-will=+24 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Aircobra | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+20 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+6 | rank3-hp=+25 | rank3-aim=+40 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSEPERSONAL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Encounters|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Encounters&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY MAYHEM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Mayhem|&amp;lt;span style=&amp;quot;color:#333;font-size:0.9em;&amp;quot;&amp;gt;Mayhem&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are looking similar to Mutons, but with a red armor and a helmet.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;. Their leaders have the &#039;&#039;Shredder&#039;&#039; ability which means your units should take care to avoid their shots.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=30 | base-damage=10 | base-aim=80 | base-will=30 | base-defense=0 | base-dr=2 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT KILLERINSTINCT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tenacious Defense|&amp;lt;span style=&amp;quot;color:#333;font-size:0.9em;&amp;quot;&amp;gt;Tenacious Defense&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=8, 10, 12, 14 | boost-mobility=+0.6 | boost-hp=+5 | boost-damage=+3 | boost-aim=+8 | boost-will=+6 | boost-defense=0 | boost-dr=+0.8 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+5 | final-damage=+12 | final-aim=+32 | final-will=+24 | final-defense=0 | final-dr=+0.8 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Muton Elite Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=0 | rank1-aim=0 | rank1-will=0 &lt;br /&gt;
|rank2-name=Muton Elite Sentry | rank2-level=3 | rank2-damage=+4 | rank2-hp=+5 | rank2-aim=+5 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Muton Elite Centurion | rank3-level=5 | rank3-damage=+6 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=+30 &lt;br /&gt;
|rank4-name=Muton Elite Praetorian | rank4-level=8 | rank4-damage=+8 | rank4-hp=+35 | rank4-aim=+20 | rank4-will=+70 &lt;br /&gt;
|rank5-name=Bashar | rank5-level=9 | rank5-damage=+10 | rank5-hp=+55 | rank5-aim=+40 | rank5-will=+80 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY SHREDDER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shredder|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shredder&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Bring &#039;Em On|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Bring &#039;Em On&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Neural Damping Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Neural Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Neural Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank5-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN CLUSTERBOMB.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Cluster Bomb|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cluster Bomb&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon, their green turret cannon, and their cluster bomb rockets. The green turret cannon does -50% weapon damage and will activate for reaction shots. &lt;br /&gt;
&lt;br /&gt;
The cluster bomb rockets will require a turn to prepare. When they prepare, there will be a popup warning you of the imminent attack. On the next turn, the attack will deal +10 extra damage in a 5 tile radius area to a certain impact point. After the initial hit there will be an immediate shockwave that will damage all targets (including other aliens -- though sectopods and units with distortion are immune) within a 60 tile radius that have line of sight to the center of the impact for 1-3 damage (depending on proximity to the blast).&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and extremely high aim. Tanking their shots should only be done by very resilient units, and they will still likely lose the majority of their health.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and flat DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to do reasonable amounts of damage.&lt;br /&gt;
&lt;br /&gt;
By the time you encounter these units, you should hopefully be well on your way to finishing your campaign!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=45 | base-damage=20 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=8 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:FLASHBANG GRENADE ICON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Reactive Targeting Sensors&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=9, 11, 13 | boost-mobility=0 | boost-hp=+4 | boost-damage=+8 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+32 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Sectopod Destroyer | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Sectopod Titan | rank2-level=5 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=0 &lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the pinnacle of danger a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Mind Control&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover,  with &#039;&#039;Psi Mastery&#039;&#039; they can perform 2 attacks each turn.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders they have the &#039;&#039;Distortion&#039;&#039; ability, granting immunity to squadsight and reducing any damage dealt to them. They also regenerate health, have innate defense, and the &#039;&#039;Overpower&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are no aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10 |base-hp=28 | base-damage=0 | base-aim=130 | base-will=120 | base-defense=50 | base-dr=+8 regen | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:distortion_field_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Distortion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Distortion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_IMPLANT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Overpower|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Overpower&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:BATTLEFATIGUE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Adaptive Bone Marrow&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=10, 12, 14 | boost-mobility=+0.6 | boost-hp=+10 | boost-damage=+4 | boost-aim=+20 | boost-will=+40 | boost-defense=0 | boost-dr=+4 regen | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+10 | final-damage=+16 | final-aim=+80 | final-will=+40 | final-defense=0 | final-dr=+4 regen | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Etheral Primus | rank1-level=1 | rank1-damage=+2 | rank1-hp=+8 | rank1-aim=0 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Ethereal Overmind | rank2-level=9 | rank2-damage=+6 | rank2-hp=+12 | rank2-aim=0 | rank2-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=98664</id>
		<title>Air Combat (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=98664"/>
		<updated>2020-11-21T17:23:48Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* UFO Flight Patterns */  Say that only NOE ufos land&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;
UFOs are tougher, faster, and much stronger in Long War Rebalance than in either Long War 1.0 or Vanilla EU/EW. Along with that, your crafts and armaments are significantly less potent, at least at first. However, in Long War Rebalance you can send up full squadrons of up to 5 aircraft at once, which helps you handle such strong UFOs.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
If the aliens send a UFO and it is damaged, destroyed or lost, the aliens will pay resources for it, limiting their options in the next month.&lt;br /&gt;
&lt;br /&gt;
==Damaging and Destroying UFOs==&lt;br /&gt;
&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts may be a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it. A non-landing UFO at 50% health will fail the mission it was sent on. It is important to consider dealing some damage (even 1) to all non-landing UFOs, as this will prevent them from increasing panic in the country below (except for the [[Alien_Missions_(LWR)#Bomb|bomb]] mission, which causes some panic anyway, unless foiled by damaging the craft for at least 50%).&lt;br /&gt;
&lt;br /&gt;
UFOs that take a lot of damage beyond their HP total will be destroyed in the air, so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. Fighters and Destroyers will always be destroyed if their HP is reduced to 0 or less (as they never crash land). Harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys: specifically, it is the amount of damage beyond the UFO&#039;s HP total that determines the UFO&#039;s survival chance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance of Destruction =  HP overkill divided by 5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 550px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Average Chance of Destruction = 1 - 0.5 ^ (WeaponDamage/500)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UFO Shielding===&lt;br /&gt;
&lt;br /&gt;
In the first 3 months of the game, UFOs have special shielding that prevents them from being destroyed. In March, a UFO which received enough kill damage to be destroyed in the air will instead be shot down. In April, only 2 thirds of the UFOs will have this shielding. In May, only 1 third. &lt;br /&gt;
&lt;br /&gt;
Fighters and Destroyers never receive this shielding. In June, all UFOs have stopped receiving Shielding.&lt;br /&gt;
&lt;br /&gt;
==UFO Flight Patterns==&lt;br /&gt;
&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude may land (and only such UFOs), are performing bombing runs (then their icon would flash in the mission view), or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. UFOs at low altitude are likely to be scouting satellites, so they must be dealt with. Unless playing in Ironman, you may want to see if a UFO would land in a place visible to XCOM before deciding to shoot it down (and reload if it does not land). While a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid, shoot down, or destroy a UFO type, you can research that craft for a damage and resource bonus against it in the future.&lt;br /&gt;
&lt;br /&gt;
== Formation ==&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat formation position for your interceptors as they launch on a mission:&lt;br /&gt;
* &#039;&#039;&#039;LEAD&#039;&#039;&#039;: +10 hit chance (1.5x hit chance for UFO)&lt;br /&gt;
* &#039;&#039;&#039;MID&#039;&#039;&#039;: no change&lt;br /&gt;
* &#039;&#039;&#039;REAR&#039;&#039;&#039;: -10 hit chance (0.67x hit chance for UFO)&lt;br /&gt;
&lt;br /&gt;
You may not use the aim booster when the active aircraft is in the rear of a formation. You may not use the dodge booster when the active aircraft is in the lead of a formation.&lt;br /&gt;
&lt;br /&gt;
Mathematically and not accounting for interception time, this means that lead is the most efficient formation position when your Interceptor aim is low, while rear is most efficient when your Interceptor aim is high. However, lead formation positions can lead to too much damage and rear formation positions can lead to too little.&lt;br /&gt;
&lt;br /&gt;
== Aircraft Hit Chance ==&lt;br /&gt;
&lt;br /&gt;
The Hit Chance of a XCOM&#039;s aircraft is determined mostly by the aim of the weapon they are using. It can then be modified by their position in the formation, their experience, and the size of their opponent.&lt;br /&gt;
&lt;br /&gt;
*As discussed in the section above, aircraft in the lead of the formation will gain +10 hit chance and aircraft in the rear of the formation will lose 10 hit chance.&lt;br /&gt;
*Experienced aircraft pilots will gain +1 hit chance for each UFO they have killed. There is no limit to this increase. This makes them especially effective using aircraft weapons with low aim.&lt;br /&gt;
*Larger UFOs are (reasonably) easier to hit. As such, XCOM aircraft will find their hit chance increased by 50% and 100% for medium and large UFOs, respectively.&lt;br /&gt;
&lt;br /&gt;
== Interception Time ==&lt;br /&gt;
&lt;br /&gt;
The interception time of a squadron and a UFO is based on their speeds.  &lt;br /&gt;
&lt;br /&gt;
The specific formula is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (Slowest Aircraft Speed / UFO Speed)&lt;br /&gt;
&lt;br /&gt;
Interception time can be modified by:&lt;br /&gt;
*UFO Scanners: +10% interception time&lt;br /&gt;
*Damaged Aircraft: -20% aircraft speed&lt;br /&gt;
*Elerium Afterburners: +5 squardron speed&lt;br /&gt;
*Tracking Booster: +50% squadron speed&lt;br /&gt;
&lt;br /&gt;
An example of a squadron of Interceptors with UFO scanners vs a Scout.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (25 / 45) * 1.1&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 18.3s&lt;br /&gt;
&lt;br /&gt;
== The Active Aircraft ==&lt;br /&gt;
&lt;br /&gt;
[[File:LWRActiveAircraft.png|right|500px]]&lt;br /&gt;
&lt;br /&gt;
The active aircraft is chosen randomly from all aircrafts in the lead of the formation. If there are no aircrafts in lead, an aircraft will be randomly select from the mid of the formation. Likewise, if there are no aircrafts in mid, an aircraft will be randomly selected from the rear of the formation.&lt;br /&gt;
&lt;br /&gt;
The active aircraft will take 50% of all shots from the UFO, which makes it the most likely to take damage when there are more than 2 aircraft in a sortie. Support aircraft (non-active aircraft in the squadron) will evenly share the remaining 50% of shots from the UFO.&lt;br /&gt;
&lt;br /&gt;
The active aircraft also dictates which aircraft boosters can be used (an active aircraft in lead restricts the use of dodge boosters and an active aircraft in rear restricts the use of aim boosters).&lt;br /&gt;
&lt;br /&gt;
The active aircraft is also the only aircraft which you can tell to disengage. Supporting aircraft will automatically disengage if their HP has dropped below 25%. The active aircraft will continue to engage until you issue a disengage order. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Note that the disengage order can take a second or two to occur.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;This means UFOs can still destroy aircraft AFTER they have been given an order disengage.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damaged Aircraft==&lt;br /&gt;
&lt;br /&gt;
Damaged aircraft can engage UFOs but will have -20 aim and only 80% of their base speed. The entire sortie will always fly at the speed of the slowest aircraft, so sending in a single damaged aircraft may end up reducing the overall damage of your sortie.&lt;br /&gt;
&lt;br /&gt;
You can speed the repair of aircraft by hiring additional repair crews in the hangar at the cost of 150 credits per crew. This cuts remaining repair time in half, though it cannot go below 1 day.&lt;br /&gt;
&lt;br /&gt;
== Refueling ==&lt;br /&gt;
&lt;br /&gt;
After engaging a UFO, all aircraft will need to refuel. The refuel time is 12 hours which mostly prevents an aircraft from engaging the same UFO more than once.&lt;br /&gt;
&lt;br /&gt;
== Combat Patrols ==&lt;br /&gt;
&lt;br /&gt;
[[File:Combatpatrol.png|right|800px]]&lt;br /&gt;
&lt;br /&gt;
Undamaged interceptors can be sent on &#039;&#039;&#039;Combat Patrols&#039;&#039;&#039;. This will cost 200 credits plus an additional 100 credits for each previous use (due to increased alien resiliency). It will lower continent panic, alien research, and alien resources. Performing a Combat Patrol will raise Alien Aggression by 12.5%. The aircraft sent on combat patrol will return immediately and will have received 10-90% of it&#039;s max HP in damage.&lt;br /&gt;
&lt;br /&gt;
The amount of effect of the Combat Patrol on continent panic reduction, alien research reduction, and alien resource reduction is based on the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Aircraft&#039;&#039;&#039;:&lt;br /&gt;
     Interceptor: 2-4&lt;br /&gt;
     Firestorm: 4-6&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Weapon&#039;&#039;&#039;:&lt;br /&gt;
     Avalanche Missiles: +0&lt;br /&gt;
     Stingray Missiles: +0&lt;br /&gt;
     Phoenix Coilgun: +1&lt;br /&gt;
     Laser Cannon: +1&lt;br /&gt;
     EMP Cannon: +2&lt;br /&gt;
     Plasma Cannon: +3&lt;br /&gt;
     Fusion Lance: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Pilot Rank&#039;&#039;&#039;:&lt;br /&gt;
     Rookie: +0&lt;br /&gt;
     Lieutenant: +1&lt;br /&gt;
     Captain: +1&lt;br /&gt;
     Major: +2&lt;br /&gt;
     Colonel: +2&lt;br /&gt;
     Commander: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Country Air Forces ==&lt;br /&gt;
&lt;br /&gt;
If you engage a UFO over a country that has some Country Defense (gained by completing council requests for that country) then there is a chance they may aid you in the air battle by sending up one of their own aircraft.&lt;br /&gt;
&lt;br /&gt;
The chance is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance for Country Air Force Aid&#039;&#039;&#039; = Country Defense / 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The strength of the aircraft the country sends up is based upon their Country Defense:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=400px&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Country Defense&#039;&#039;&#039; || &#039;&#039;&#039;Aircraft Upgrade&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 30 || Phoenix Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 60 || EMP Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 90 || Firestorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
&lt;br /&gt;
[[File:LWRAirGame.png|right]]&lt;br /&gt;
&lt;br /&gt;
The damage each aircraft deals when it lands a hit is based upon its weapon and the damage resistance of it&#039;s target.&lt;br /&gt;
&lt;br /&gt;
To aid the player, the average &#039;&#039;&#039;damage per second&#039;&#039;&#039; of your current aircraft (in its selected formation position) against the current UFO will be displayed on any aircraft you select to join a squadron. As well, the &#039;&#039;&#039;aim of your aircraft&#039;&#039;&#039; and the &#039;&#039;&#039;HP of the UFO&#039;&#039;&#039; will be displayed. This allows for quick calculations of the amount of damage you will be dealing during the engagement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Game Damage Calculation Formula:&#039;&#039;&#039;&lt;br /&gt;
*Base Damage = Weapon Damage * (1 - Clamp((DR - Penetration), 0, 0.95)/100)&lt;br /&gt;
*Critical Hit Chance [x1.5 damage] = Penetration/10 - DR/10&lt;br /&gt;
*All damage is randomized between 80-120%&lt;br /&gt;
&lt;br /&gt;
Example of Phoenix Cannon (360 damage, 3s cooldown, 50% penetration, 5% crit, 30 aim) vs Fighter (HP:400, DR:75%):&lt;br /&gt;
 Base Damage = 360 * (1 - Clamp((75 - 50)/100, 0, 0.95))&lt;br /&gt;
 Base Damage = 360 * 0.75&lt;br /&gt;
 Base Damage = 270&lt;br /&gt;
 Critical hit Chance = 50/10 - 75/10 = -2.5 = 0%&lt;br /&gt;
 Base Damage is then randomized between 80% and 120%&lt;br /&gt;
 Rate of Fire = 3s&lt;br /&gt;
 &#039;&#039;&#039;Damage per Second&#039;&#039;&#039; = 270/3 = 90 dps&lt;br /&gt;
&lt;br /&gt;
==UFOs and UFO Weapons==&lt;br /&gt;
&lt;br /&gt;
For information on UFOs click here: &#039;&#039;&#039;[[UFOs (LWR)#Scout|UFOs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For information on UFO Weapons click here: &#039;&#039;&#039;[[UFOs (LWR)#UFO Weapons|UFO Weapons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&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;|Health!!rowspan=&amp;quot;2&amp;quot;|Damage Resistance!!rowspan=&amp;quot;2&amp;quot;|Speed!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!Maintenance&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}||{{Maintenance cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Skyranger.png|128px|link=Air Combat (LWR)#Aircraft|Skyranger]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Skyranger]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Can&#039;t be damaged or destroyed||colspan=&amp;quot;8&amp;quot;|XCOM starts with one, unable to produce more||title=&amp;quot;Cost in Credits&amp;quot;|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Satellite.png|128px|link=Air Combat (LWR)#Aircraft|Satellite]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Satellite]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Increases funding and provides unique bonuses|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Interceptor.png|128px|link=Air Combat (LWR)#Aircraft|Interceptor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Interceptor]]&#039;&#039;&#039;||2000||0%||25|| || ||title=&amp;quot;Cost in Credits&amp;quot;|500|| || || || ||title=&amp;quot;Duration in days&amp;quot;|20&amp;amp;nbsp;days||title=&amp;quot;Cost in Credits&amp;quot;|100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Firestorm.png|128px|link=Air Combat (LWR)#Aircraft|Firestorm]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Firestorm]]&#039;&#039;&#039;||6000||100%||35||[[Research (LWR)#Materials and Aerospace|Alien Propulsion]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|XX&amp;lt;br /&amp;gt;(XX)||X [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computers]]&amp;lt;br /&amp;gt;X [[Alien Artifacts (LWR)#Alien devices|UFO Power Sources]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|80&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(40.0&amp;amp;nbsp;days)||title=&amp;quot;Cost in Credits&amp;quot;|XX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Aircraft Weapons==&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;|Hit chance!!rowspan=&amp;quot;2&amp;quot;|Damage!!rowspan=&amp;quot;2&amp;quot;|Penetration!!rowspan=&amp;quot;2&amp;quot;|Firing&amp;lt;br /&amp;gt;cooldown!!rowspan=&amp;quot;2&amp;quot;|UFO Destruction Chance&amp;lt;Br&amp;gt;1-0.5^(dmg/500)!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Avalanche Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||160&amp;lt;br /&amp;gt;(80 per second)&amp;lt;br /&amp;gt;(32 dmg/s realised)||0%||2.0s||19%||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:Stingray Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|20% / 30% / 40%||800&amp;lt;br /&amp;gt;(73 per second)&amp;lt;br /&amp;gt;(22 dmg/s realised)||75%||11.0s||67%||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:Phoenix Coilgun Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|20% / 30% / 40%||360&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(36 dmg/s realised)||50%||3.0s||39%||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.5&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Coilgun]]&#039;&#039;&#039;|| || ||&#039;&#039;100%&#039;&#039;|| || ||[[Foundry (LWR)#Aerospace Improvements|Phoenix Coilguns (Foundry)]]|| || || || || || || ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|35% / 45% / 55%||300&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(54 dmg/s realised)||0%||2.5s||34%||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||64&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Pulse Cannon]]&#039;&#039;&#039;|| ||&#039;&#039;450&amp;lt;br /&amp;gt;(180 per second)&amp;lt;br /&amp;gt;(81 dmg/s realised)&#039;&#039;|| || ||&#039;&#039;46%&#039;&#039;||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors (Foundry)]]|| || || || || || || ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:EMP Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||420&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(48dmg/s realised)||150%||3.5s||44%||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|800&amp;lt;br /&amp;gt;(1200)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)|| XX ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)||230&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|10% / 20% / 30%||1500&amp;lt;br /&amp;gt;(750 per second)&amp;lt;br /&amp;gt;(150 dmg/s realised)||100%||2.0s||87%||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1200&amp;lt;br /&amp;gt;(1800)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)|| XX ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(16.6&amp;amp;nbsp;days)||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fusion Lance Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|5% / 15% / 25%||5000&amp;lt;br /&amp;gt;(1667 per second)&amp;lt;br /&amp;gt;(250 dmg/s realised)||150%||3.0s||99%||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||120||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1800&amp;lt;br /&amp;gt;(2700)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)||1 [[Alien Artifacts (LWR)#Alien devices|Fusion Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|49&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(24.5&amp;amp;nbsp;days)||320&lt;br /&gt;
|}&lt;br /&gt;
 Note: EMP Cannons increase the chance to retrieve artifacts from shot down UFOs by 50% if they are responsible for the fatal hit (see [[UFOs_(LWR)#UFO_Equipment|UFO Equipment]])&lt;br /&gt;
&lt;br /&gt;
==Boosters==&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; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:UFO Tracking Long War.png|128px|link=Air Combat (LWR)#Modules|Aim Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Aim Booster]]&#039;&#039;&#039;||Automatically hits the next two attacks||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||12||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||12 [[Alien Artifacts (LWR)#Aliens|Floater Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Defense Matrix Long War.png|128px|link=Air Combat (LWR)#Modules|Dodge Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Dodge Booster]]&#039;&#039;&#039;||Dodges the next two incoming attacks||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||2 [[Alien Artifacts (LWR)#Aliens|Cyberdisc Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Uplink Targeting Long War.png|128px|link=Air Combat (LWR)#Tracking Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Tracking Booster]]&#039;&#039;&#039;||Increases the squadron speed by 50%||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||8 [[Alien Artifacts (LWR)#Aliens|Drone Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Foundry (LWR)#Aerospace Improvements|Aerospace Improvements]]&lt;br /&gt;
* [[Hangar (LWR)|Hangar]]&lt;br /&gt;
* [[UFOs (LWR)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=98663</id>
		<title>Air Combat (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=98663"/>
		<updated>2020-11-21T17:16:11Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* UFO Flight Patterns */ Point out that bombing missions flash&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;
UFOs are tougher, faster, and much stronger in Long War Rebalance than in either Long War 1.0 or Vanilla EU/EW. Along with that, your crafts and armaments are significantly less potent, at least at first. However, in Long War Rebalance you can send up full squadrons of up to 5 aircraft at once, which helps you handle such strong UFOs.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
If the aliens send a UFO and it is damaged, destroyed or lost, the aliens will pay resources for it, limiting their options in the next month.&lt;br /&gt;
&lt;br /&gt;
==Damaging and Destroying UFOs==&lt;br /&gt;
&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts may be a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it. A non-landing UFO at 50% health will fail the mission it was sent on. It is important to consider dealing some damage (even 1) to all non-landing UFOs, as this will prevent them from increasing panic in the country below (except for the [[Alien_Missions_(LWR)#Bomb|bomb]] mission, which causes some panic anyway, unless foiled by damaging the craft for at least 50%).&lt;br /&gt;
&lt;br /&gt;
UFOs that take a lot of damage beyond their HP total will be destroyed in the air, so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. Fighters and Destroyers will always be destroyed if their HP is reduced to 0 or less (as they never crash land). Harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys: specifically, it is the amount of damage beyond the UFO&#039;s HP total that determines the UFO&#039;s survival chance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance of Destruction =  HP overkill divided by 5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 550px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Average Chance of Destruction = 1 - 0.5 ^ (WeaponDamage/500)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UFO Shielding===&lt;br /&gt;
&lt;br /&gt;
In the first 3 months of the game, UFOs have special shielding that prevents them from being destroyed. In March, a UFO which received enough kill damage to be destroyed in the air will instead be shot down. In April, only 2 thirds of the UFOs will have this shielding. In May, only 1 third. &lt;br /&gt;
&lt;br /&gt;
Fighters and Destroyers never receive this shielding. In June, all UFOs have stopped receiving Shielding.&lt;br /&gt;
&lt;br /&gt;
==UFO Flight Patterns==&lt;br /&gt;
&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs (then their icon would flash in the mission view), or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. UFOs at low altitude are likely to be scouting satellites, so they must be dealt with. Unless playing in Ironman, you may want to see if a UFO would land in a place visible to XCOM before deciding to shoot it down (and reload if it does not land). While a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid, shoot down, or destroy a UFO type, you can research that craft for a damage and resource bonus against it in the future.&lt;br /&gt;
&lt;br /&gt;
== Formation ==&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat formation position for your interceptors as they launch on a mission:&lt;br /&gt;
* &#039;&#039;&#039;LEAD&#039;&#039;&#039;: +10 hit chance (1.5x hit chance for UFO)&lt;br /&gt;
* &#039;&#039;&#039;MID&#039;&#039;&#039;: no change&lt;br /&gt;
* &#039;&#039;&#039;REAR&#039;&#039;&#039;: -10 hit chance (0.67x hit chance for UFO)&lt;br /&gt;
&lt;br /&gt;
You may not use the aim booster when the active aircraft is in the rear of a formation. You may not use the dodge booster when the active aircraft is in the lead of a formation.&lt;br /&gt;
&lt;br /&gt;
Mathematically and not accounting for interception time, this means that lead is the most efficient formation position when your Interceptor aim is low, while rear is most efficient when your Interceptor aim is high. However, lead formation positions can lead to too much damage and rear formation positions can lead to too little.&lt;br /&gt;
&lt;br /&gt;
== Aircraft Hit Chance ==&lt;br /&gt;
&lt;br /&gt;
The Hit Chance of a XCOM&#039;s aircraft is determined mostly by the aim of the weapon they are using. It can then be modified by their position in the formation, their experience, and the size of their opponent.&lt;br /&gt;
&lt;br /&gt;
*As discussed in the section above, aircraft in the lead of the formation will gain +10 hit chance and aircraft in the rear of the formation will lose 10 hit chance.&lt;br /&gt;
*Experienced aircraft pilots will gain +1 hit chance for each UFO they have killed. There is no limit to this increase. This makes them especially effective using aircraft weapons with low aim.&lt;br /&gt;
*Larger UFOs are (reasonably) easier to hit. As such, XCOM aircraft will find their hit chance increased by 50% and 100% for medium and large UFOs, respectively.&lt;br /&gt;
&lt;br /&gt;
== Interception Time ==&lt;br /&gt;
&lt;br /&gt;
The interception time of a squadron and a UFO is based on their speeds.  &lt;br /&gt;
&lt;br /&gt;
The specific formula is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (Slowest Aircraft Speed / UFO Speed)&lt;br /&gt;
&lt;br /&gt;
Interception time can be modified by:&lt;br /&gt;
*UFO Scanners: +10% interception time&lt;br /&gt;
*Damaged Aircraft: -20% aircraft speed&lt;br /&gt;
*Elerium Afterburners: +5 squardron speed&lt;br /&gt;
*Tracking Booster: +50% squadron speed&lt;br /&gt;
&lt;br /&gt;
An example of a squadron of Interceptors with UFO scanners vs a Scout.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (25 / 45) * 1.1&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 18.3s&lt;br /&gt;
&lt;br /&gt;
== The Active Aircraft ==&lt;br /&gt;
&lt;br /&gt;
[[File:LWRActiveAircraft.png|right|500px]]&lt;br /&gt;
&lt;br /&gt;
The active aircraft is chosen randomly from all aircrafts in the lead of the formation. If there are no aircrafts in lead, an aircraft will be randomly select from the mid of the formation. Likewise, if there are no aircrafts in mid, an aircraft will be randomly selected from the rear of the formation.&lt;br /&gt;
&lt;br /&gt;
The active aircraft will take 50% of all shots from the UFO, which makes it the most likely to take damage when there are more than 2 aircraft in a sortie. Support aircraft (non-active aircraft in the squadron) will evenly share the remaining 50% of shots from the UFO.&lt;br /&gt;
&lt;br /&gt;
The active aircraft also dictates which aircraft boosters can be used (an active aircraft in lead restricts the use of dodge boosters and an active aircraft in rear restricts the use of aim boosters).&lt;br /&gt;
&lt;br /&gt;
The active aircraft is also the only aircraft which you can tell to disengage. Supporting aircraft will automatically disengage if their HP has dropped below 25%. The active aircraft will continue to engage until you issue a disengage order. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Note that the disengage order can take a second or two to occur.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;This means UFOs can still destroy aircraft AFTER they have been given an order disengage.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damaged Aircraft==&lt;br /&gt;
&lt;br /&gt;
Damaged aircraft can engage UFOs but will have -20 aim and only 80% of their base speed. The entire sortie will always fly at the speed of the slowest aircraft, so sending in a single damaged aircraft may end up reducing the overall damage of your sortie.&lt;br /&gt;
&lt;br /&gt;
You can speed the repair of aircraft by hiring additional repair crews in the hangar at the cost of 150 credits per crew. This cuts remaining repair time in half, though it cannot go below 1 day.&lt;br /&gt;
&lt;br /&gt;
== Refueling ==&lt;br /&gt;
&lt;br /&gt;
After engaging a UFO, all aircraft will need to refuel. The refuel time is 12 hours which mostly prevents an aircraft from engaging the same UFO more than once.&lt;br /&gt;
&lt;br /&gt;
== Combat Patrols ==&lt;br /&gt;
&lt;br /&gt;
[[File:Combatpatrol.png|right|800px]]&lt;br /&gt;
&lt;br /&gt;
Undamaged interceptors can be sent on &#039;&#039;&#039;Combat Patrols&#039;&#039;&#039;. This will cost 200 credits plus an additional 100 credits for each previous use (due to increased alien resiliency). It will lower continent panic, alien research, and alien resources. Performing a Combat Patrol will raise Alien Aggression by 12.5%. The aircraft sent on combat patrol will return immediately and will have received 10-90% of it&#039;s max HP in damage.&lt;br /&gt;
&lt;br /&gt;
The amount of effect of the Combat Patrol on continent panic reduction, alien research reduction, and alien resource reduction is based on the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Aircraft&#039;&#039;&#039;:&lt;br /&gt;
     Interceptor: 2-4&lt;br /&gt;
     Firestorm: 4-6&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Weapon&#039;&#039;&#039;:&lt;br /&gt;
     Avalanche Missiles: +0&lt;br /&gt;
     Stingray Missiles: +0&lt;br /&gt;
     Phoenix Coilgun: +1&lt;br /&gt;
     Laser Cannon: +1&lt;br /&gt;
     EMP Cannon: +2&lt;br /&gt;
     Plasma Cannon: +3&lt;br /&gt;
     Fusion Lance: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Pilot Rank&#039;&#039;&#039;:&lt;br /&gt;
     Rookie: +0&lt;br /&gt;
     Lieutenant: +1&lt;br /&gt;
     Captain: +1&lt;br /&gt;
     Major: +2&lt;br /&gt;
     Colonel: +2&lt;br /&gt;
     Commander: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Country Air Forces ==&lt;br /&gt;
&lt;br /&gt;
If you engage a UFO over a country that has some Country Defense (gained by completing council requests for that country) then there is a chance they may aid you in the air battle by sending up one of their own aircraft.&lt;br /&gt;
&lt;br /&gt;
The chance is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance for Country Air Force Aid&#039;&#039;&#039; = Country Defense / 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The strength of the aircraft the country sends up is based upon their Country Defense:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=400px&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Country Defense&#039;&#039;&#039; || &#039;&#039;&#039;Aircraft Upgrade&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 30 || Phoenix Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 60 || EMP Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 90 || Firestorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
&lt;br /&gt;
[[File:LWRAirGame.png|right]]&lt;br /&gt;
&lt;br /&gt;
The damage each aircraft deals when it lands a hit is based upon its weapon and the damage resistance of it&#039;s target.&lt;br /&gt;
&lt;br /&gt;
To aid the player, the average &#039;&#039;&#039;damage per second&#039;&#039;&#039; of your current aircraft (in its selected formation position) against the current UFO will be displayed on any aircraft you select to join a squadron. As well, the &#039;&#039;&#039;aim of your aircraft&#039;&#039;&#039; and the &#039;&#039;&#039;HP of the UFO&#039;&#039;&#039; will be displayed. This allows for quick calculations of the amount of damage you will be dealing during the engagement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Game Damage Calculation Formula:&#039;&#039;&#039;&lt;br /&gt;
*Base Damage = Weapon Damage * (1 - Clamp((DR - Penetration), 0, 0.95)/100)&lt;br /&gt;
*Critical Hit Chance [x1.5 damage] = Penetration/10 - DR/10&lt;br /&gt;
*All damage is randomized between 80-120%&lt;br /&gt;
&lt;br /&gt;
Example of Phoenix Cannon (360 damage, 3s cooldown, 50% penetration, 5% crit, 30 aim) vs Fighter (HP:400, DR:75%):&lt;br /&gt;
 Base Damage = 360 * (1 - Clamp((75 - 50)/100, 0, 0.95))&lt;br /&gt;
 Base Damage = 360 * 0.75&lt;br /&gt;
 Base Damage = 270&lt;br /&gt;
 Critical hit Chance = 50/10 - 75/10 = -2.5 = 0%&lt;br /&gt;
 Base Damage is then randomized between 80% and 120%&lt;br /&gt;
 Rate of Fire = 3s&lt;br /&gt;
 &#039;&#039;&#039;Damage per Second&#039;&#039;&#039; = 270/3 = 90 dps&lt;br /&gt;
&lt;br /&gt;
==UFOs and UFO Weapons==&lt;br /&gt;
&lt;br /&gt;
For information on UFOs click here: &#039;&#039;&#039;[[UFOs (LWR)#Scout|UFOs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For information on UFO Weapons click here: &#039;&#039;&#039;[[UFOs (LWR)#UFO Weapons|UFO Weapons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&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;|Health!!rowspan=&amp;quot;2&amp;quot;|Damage Resistance!!rowspan=&amp;quot;2&amp;quot;|Speed!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!Maintenance&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}||{{Maintenance cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Skyranger.png|128px|link=Air Combat (LWR)#Aircraft|Skyranger]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Skyranger]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Can&#039;t be damaged or destroyed||colspan=&amp;quot;8&amp;quot;|XCOM starts with one, unable to produce more||title=&amp;quot;Cost in Credits&amp;quot;|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Satellite.png|128px|link=Air Combat (LWR)#Aircraft|Satellite]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Satellite]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Increases funding and provides unique bonuses|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Interceptor.png|128px|link=Air Combat (LWR)#Aircraft|Interceptor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Interceptor]]&#039;&#039;&#039;||2000||0%||25|| || ||title=&amp;quot;Cost in Credits&amp;quot;|500|| || || || ||title=&amp;quot;Duration in days&amp;quot;|20&amp;amp;nbsp;days||title=&amp;quot;Cost in Credits&amp;quot;|100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Firestorm.png|128px|link=Air Combat (LWR)#Aircraft|Firestorm]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Firestorm]]&#039;&#039;&#039;||6000||100%||35||[[Research (LWR)#Materials and Aerospace|Alien Propulsion]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|XX&amp;lt;br /&amp;gt;(XX)||X [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computers]]&amp;lt;br /&amp;gt;X [[Alien Artifacts (LWR)#Alien devices|UFO Power Sources]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|80&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(40.0&amp;amp;nbsp;days)||title=&amp;quot;Cost in Credits&amp;quot;|XX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Aircraft Weapons==&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;|Hit chance!!rowspan=&amp;quot;2&amp;quot;|Damage!!rowspan=&amp;quot;2&amp;quot;|Penetration!!rowspan=&amp;quot;2&amp;quot;|Firing&amp;lt;br /&amp;gt;cooldown!!rowspan=&amp;quot;2&amp;quot;|UFO Destruction Chance&amp;lt;Br&amp;gt;1-0.5^(dmg/500)!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Avalanche Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||160&amp;lt;br /&amp;gt;(80 per second)&amp;lt;br /&amp;gt;(32 dmg/s realised)||0%||2.0s||19%||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:Stingray Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|20% / 30% / 40%||800&amp;lt;br /&amp;gt;(73 per second)&amp;lt;br /&amp;gt;(22 dmg/s realised)||75%||11.0s||67%||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:Phoenix Coilgun Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|20% / 30% / 40%||360&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(36 dmg/s realised)||50%||3.0s||39%||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.5&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Coilgun]]&#039;&#039;&#039;|| || ||&#039;&#039;100%&#039;&#039;|| || ||[[Foundry (LWR)#Aerospace Improvements|Phoenix Coilguns (Foundry)]]|| || || || || || || ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|35% / 45% / 55%||300&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(54 dmg/s realised)||0%||2.5s||34%||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||64&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Pulse Cannon]]&#039;&#039;&#039;|| ||&#039;&#039;450&amp;lt;br /&amp;gt;(180 per second)&amp;lt;br /&amp;gt;(81 dmg/s realised)&#039;&#039;|| || ||&#039;&#039;46%&#039;&#039;||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors (Foundry)]]|| || || || || || || ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:EMP Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||420&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(48dmg/s realised)||150%||3.5s||44%||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|800&amp;lt;br /&amp;gt;(1200)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)|| XX ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)||230&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|10% / 20% / 30%||1500&amp;lt;br /&amp;gt;(750 per second)&amp;lt;br /&amp;gt;(150 dmg/s realised)||100%||2.0s||87%||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1200&amp;lt;br /&amp;gt;(1800)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)|| XX ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(16.6&amp;amp;nbsp;days)||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fusion Lance Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|5% / 15% / 25%||5000&amp;lt;br /&amp;gt;(1667 per second)&amp;lt;br /&amp;gt;(250 dmg/s realised)||150%||3.0s||99%||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||120||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1800&amp;lt;br /&amp;gt;(2700)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)||1 [[Alien Artifacts (LWR)#Alien devices|Fusion Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|49&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(24.5&amp;amp;nbsp;days)||320&lt;br /&gt;
|}&lt;br /&gt;
 Note: EMP Cannons increase the chance to retrieve artifacts from shot down UFOs by 50% if they are responsible for the fatal hit (see [[UFOs_(LWR)#UFO_Equipment|UFO Equipment]])&lt;br /&gt;
&lt;br /&gt;
==Boosters==&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; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:UFO Tracking Long War.png|128px|link=Air Combat (LWR)#Modules|Aim Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Aim Booster]]&#039;&#039;&#039;||Automatically hits the next two attacks||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||12||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||12 [[Alien Artifacts (LWR)#Aliens|Floater Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Defense Matrix Long War.png|128px|link=Air Combat (LWR)#Modules|Dodge Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Dodge Booster]]&#039;&#039;&#039;||Dodges the next two incoming attacks||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||2 [[Alien Artifacts (LWR)#Aliens|Cyberdisc Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Uplink Targeting Long War.png|128px|link=Air Combat (LWR)#Tracking Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Tracking Booster]]&#039;&#039;&#039;||Increases the squadron speed by 50%||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||8 [[Alien Artifacts (LWR)#Aliens|Drone Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Foundry (LWR)#Aerospace Improvements|Aerospace Improvements]]&lt;br /&gt;
* [[Hangar (LWR)|Hangar]]&lt;br /&gt;
* [[UFOs (LWR)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=98662</id>
		<title>Air Combat (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=98662"/>
		<updated>2020-11-21T17:14:26Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Damaging and Destroying UFOs */ Clarify that damaging landing UFOs is pointless&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;
UFOs are tougher, faster, and much stronger in Long War Rebalance than in either Long War 1.0 or Vanilla EU/EW. Along with that, your crafts and armaments are significantly less potent, at least at first. However, in Long War Rebalance you can send up full squadrons of up to 5 aircraft at once, which helps you handle such strong UFOs.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
If the aliens send a UFO and it is damaged, destroyed or lost, the aliens will pay resources for it, limiting their options in the next month.&lt;br /&gt;
&lt;br /&gt;
==Damaging and Destroying UFOs==&lt;br /&gt;
&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts may be a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it. A non-landing UFO at 50% health will fail the mission it was sent on. It is important to consider dealing some damage (even 1) to all non-landing UFOs, as this will prevent them from increasing panic in the country below (except for the [[Alien_Missions_(LWR)#Bomb|bomb]] mission, which causes some panic anyway, unless foiled by damaging the craft for at least 50%).&lt;br /&gt;
&lt;br /&gt;
UFOs that take a lot of damage beyond their HP total will be destroyed in the air, so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. Fighters and Destroyers will always be destroyed if their HP is reduced to 0 or less (as they never crash land). Harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys: specifically, it is the amount of damage beyond the UFO&#039;s HP total that determines the UFO&#039;s survival chance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance of Destruction =  HP overkill divided by 5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 550px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Average Chance of Destruction = 1 - 0.5 ^ (WeaponDamage/500)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UFO Shielding===&lt;br /&gt;
&lt;br /&gt;
In the first 3 months of the game, UFOs have special shielding that prevents them from being destroyed. In March, a UFO which received enough kill damage to be destroyed in the air will instead be shot down. In April, only 2 thirds of the UFOs will have this shielding. In May, only 1 third. &lt;br /&gt;
&lt;br /&gt;
Fighters and Destroyers never receive this shielding. In June, all UFOs have stopped receiving Shielding.&lt;br /&gt;
&lt;br /&gt;
==UFO Flight Patterns==&lt;br /&gt;
&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. UFOs at low altitude are likely to be scouting satellites, so they must be dealt with. Unless playing in Ironman, you may want to see if a UFO would land in a place visible to XCOM before deciding to shoot it down (and reload if it does not land). While a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid, shoot down, or destroy a UFO type, you can research that craft for a damage and resource bonus against it in the future.&lt;br /&gt;
&lt;br /&gt;
== Formation ==&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat formation position for your interceptors as they launch on a mission:&lt;br /&gt;
* &#039;&#039;&#039;LEAD&#039;&#039;&#039;: +10 hit chance (1.5x hit chance for UFO)&lt;br /&gt;
* &#039;&#039;&#039;MID&#039;&#039;&#039;: no change&lt;br /&gt;
* &#039;&#039;&#039;REAR&#039;&#039;&#039;: -10 hit chance (0.67x hit chance for UFO)&lt;br /&gt;
&lt;br /&gt;
You may not use the aim booster when the active aircraft is in the rear of a formation. You may not use the dodge booster when the active aircraft is in the lead of a formation.&lt;br /&gt;
&lt;br /&gt;
Mathematically and not accounting for interception time, this means that lead is the most efficient formation position when your Interceptor aim is low, while rear is most efficient when your Interceptor aim is high. However, lead formation positions can lead to too much damage and rear formation positions can lead to too little.&lt;br /&gt;
&lt;br /&gt;
== Aircraft Hit Chance ==&lt;br /&gt;
&lt;br /&gt;
The Hit Chance of a XCOM&#039;s aircraft is determined mostly by the aim of the weapon they are using. It can then be modified by their position in the formation, their experience, and the size of their opponent.&lt;br /&gt;
&lt;br /&gt;
*As discussed in the section above, aircraft in the lead of the formation will gain +10 hit chance and aircraft in the rear of the formation will lose 10 hit chance.&lt;br /&gt;
*Experienced aircraft pilots will gain +1 hit chance for each UFO they have killed. There is no limit to this increase. This makes them especially effective using aircraft weapons with low aim.&lt;br /&gt;
*Larger UFOs are (reasonably) easier to hit. As such, XCOM aircraft will find their hit chance increased by 50% and 100% for medium and large UFOs, respectively.&lt;br /&gt;
&lt;br /&gt;
== Interception Time ==&lt;br /&gt;
&lt;br /&gt;
The interception time of a squadron and a UFO is based on their speeds.  &lt;br /&gt;
&lt;br /&gt;
The specific formula is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (Slowest Aircraft Speed / UFO Speed)&lt;br /&gt;
&lt;br /&gt;
Interception time can be modified by:&lt;br /&gt;
*UFO Scanners: +10% interception time&lt;br /&gt;
*Damaged Aircraft: -20% aircraft speed&lt;br /&gt;
*Elerium Afterburners: +5 squardron speed&lt;br /&gt;
*Tracking Booster: +50% squadron speed&lt;br /&gt;
&lt;br /&gt;
An example of a squadron of Interceptors with UFO scanners vs a Scout.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (25 / 45) * 1.1&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 18.3s&lt;br /&gt;
&lt;br /&gt;
== The Active Aircraft ==&lt;br /&gt;
&lt;br /&gt;
[[File:LWRActiveAircraft.png|right|500px]]&lt;br /&gt;
&lt;br /&gt;
The active aircraft is chosen randomly from all aircrafts in the lead of the formation. If there are no aircrafts in lead, an aircraft will be randomly select from the mid of the formation. Likewise, if there are no aircrafts in mid, an aircraft will be randomly selected from the rear of the formation.&lt;br /&gt;
&lt;br /&gt;
The active aircraft will take 50% of all shots from the UFO, which makes it the most likely to take damage when there are more than 2 aircraft in a sortie. Support aircraft (non-active aircraft in the squadron) will evenly share the remaining 50% of shots from the UFO.&lt;br /&gt;
&lt;br /&gt;
The active aircraft also dictates which aircraft boosters can be used (an active aircraft in lead restricts the use of dodge boosters and an active aircraft in rear restricts the use of aim boosters).&lt;br /&gt;
&lt;br /&gt;
The active aircraft is also the only aircraft which you can tell to disengage. Supporting aircraft will automatically disengage if their HP has dropped below 25%. The active aircraft will continue to engage until you issue a disengage order. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Note that the disengage order can take a second or two to occur.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;This means UFOs can still destroy aircraft AFTER they have been given an order disengage.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damaged Aircraft==&lt;br /&gt;
&lt;br /&gt;
Damaged aircraft can engage UFOs but will have -20 aim and only 80% of their base speed. The entire sortie will always fly at the speed of the slowest aircraft, so sending in a single damaged aircraft may end up reducing the overall damage of your sortie.&lt;br /&gt;
&lt;br /&gt;
You can speed the repair of aircraft by hiring additional repair crews in the hangar at the cost of 150 credits per crew. This cuts remaining repair time in half, though it cannot go below 1 day.&lt;br /&gt;
&lt;br /&gt;
== Refueling ==&lt;br /&gt;
&lt;br /&gt;
After engaging a UFO, all aircraft will need to refuel. The refuel time is 12 hours which mostly prevents an aircraft from engaging the same UFO more than once.&lt;br /&gt;
&lt;br /&gt;
== Combat Patrols ==&lt;br /&gt;
&lt;br /&gt;
[[File:Combatpatrol.png|right|800px]]&lt;br /&gt;
&lt;br /&gt;
Undamaged interceptors can be sent on &#039;&#039;&#039;Combat Patrols&#039;&#039;&#039;. This will cost 200 credits plus an additional 100 credits for each previous use (due to increased alien resiliency). It will lower continent panic, alien research, and alien resources. Performing a Combat Patrol will raise Alien Aggression by 12.5%. The aircraft sent on combat patrol will return immediately and will have received 10-90% of it&#039;s max HP in damage.&lt;br /&gt;
&lt;br /&gt;
The amount of effect of the Combat Patrol on continent panic reduction, alien research reduction, and alien resource reduction is based on the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Aircraft&#039;&#039;&#039;:&lt;br /&gt;
     Interceptor: 2-4&lt;br /&gt;
     Firestorm: 4-6&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Weapon&#039;&#039;&#039;:&lt;br /&gt;
     Avalanche Missiles: +0&lt;br /&gt;
     Stingray Missiles: +0&lt;br /&gt;
     Phoenix Coilgun: +1&lt;br /&gt;
     Laser Cannon: +1&lt;br /&gt;
     EMP Cannon: +2&lt;br /&gt;
     Plasma Cannon: +3&lt;br /&gt;
     Fusion Lance: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Pilot Rank&#039;&#039;&#039;:&lt;br /&gt;
     Rookie: +0&lt;br /&gt;
     Lieutenant: +1&lt;br /&gt;
     Captain: +1&lt;br /&gt;
     Major: +2&lt;br /&gt;
     Colonel: +2&lt;br /&gt;
     Commander: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Country Air Forces ==&lt;br /&gt;
&lt;br /&gt;
If you engage a UFO over a country that has some Country Defense (gained by completing council requests for that country) then there is a chance they may aid you in the air battle by sending up one of their own aircraft.&lt;br /&gt;
&lt;br /&gt;
The chance is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance for Country Air Force Aid&#039;&#039;&#039; = Country Defense / 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The strength of the aircraft the country sends up is based upon their Country Defense:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=400px&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Country Defense&#039;&#039;&#039; || &#039;&#039;&#039;Aircraft Upgrade&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 30 || Phoenix Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 60 || EMP Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 90 || Firestorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
&lt;br /&gt;
[[File:LWRAirGame.png|right]]&lt;br /&gt;
&lt;br /&gt;
The damage each aircraft deals when it lands a hit is based upon its weapon and the damage resistance of it&#039;s target.&lt;br /&gt;
&lt;br /&gt;
To aid the player, the average &#039;&#039;&#039;damage per second&#039;&#039;&#039; of your current aircraft (in its selected formation position) against the current UFO will be displayed on any aircraft you select to join a squadron. As well, the &#039;&#039;&#039;aim of your aircraft&#039;&#039;&#039; and the &#039;&#039;&#039;HP of the UFO&#039;&#039;&#039; will be displayed. This allows for quick calculations of the amount of damage you will be dealing during the engagement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Game Damage Calculation Formula:&#039;&#039;&#039;&lt;br /&gt;
*Base Damage = Weapon Damage * (1 - Clamp((DR - Penetration), 0, 0.95)/100)&lt;br /&gt;
*Critical Hit Chance [x1.5 damage] = Penetration/10 - DR/10&lt;br /&gt;
*All damage is randomized between 80-120%&lt;br /&gt;
&lt;br /&gt;
Example of Phoenix Cannon (360 damage, 3s cooldown, 50% penetration, 5% crit, 30 aim) vs Fighter (HP:400, DR:75%):&lt;br /&gt;
 Base Damage = 360 * (1 - Clamp((75 - 50)/100, 0, 0.95))&lt;br /&gt;
 Base Damage = 360 * 0.75&lt;br /&gt;
 Base Damage = 270&lt;br /&gt;
 Critical hit Chance = 50/10 - 75/10 = -2.5 = 0%&lt;br /&gt;
 Base Damage is then randomized between 80% and 120%&lt;br /&gt;
 Rate of Fire = 3s&lt;br /&gt;
 &#039;&#039;&#039;Damage per Second&#039;&#039;&#039; = 270/3 = 90 dps&lt;br /&gt;
&lt;br /&gt;
==UFOs and UFO Weapons==&lt;br /&gt;
&lt;br /&gt;
For information on UFOs click here: &#039;&#039;&#039;[[UFOs (LWR)#Scout|UFOs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For information on UFO Weapons click here: &#039;&#039;&#039;[[UFOs (LWR)#UFO Weapons|UFO Weapons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&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;|Health!!rowspan=&amp;quot;2&amp;quot;|Damage Resistance!!rowspan=&amp;quot;2&amp;quot;|Speed!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!Maintenance&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}||{{Maintenance cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Skyranger.png|128px|link=Air Combat (LWR)#Aircraft|Skyranger]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Skyranger]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Can&#039;t be damaged or destroyed||colspan=&amp;quot;8&amp;quot;|XCOM starts with one, unable to produce more||title=&amp;quot;Cost in Credits&amp;quot;|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Satellite.png|128px|link=Air Combat (LWR)#Aircraft|Satellite]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Satellite]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Increases funding and provides unique bonuses|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Interceptor.png|128px|link=Air Combat (LWR)#Aircraft|Interceptor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Interceptor]]&#039;&#039;&#039;||2000||0%||25|| || ||title=&amp;quot;Cost in Credits&amp;quot;|500|| || || || ||title=&amp;quot;Duration in days&amp;quot;|20&amp;amp;nbsp;days||title=&amp;quot;Cost in Credits&amp;quot;|100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Firestorm.png|128px|link=Air Combat (LWR)#Aircraft|Firestorm]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Firestorm]]&#039;&#039;&#039;||6000||100%||35||[[Research (LWR)#Materials and Aerospace|Alien Propulsion]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|XX&amp;lt;br /&amp;gt;(XX)||X [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computers]]&amp;lt;br /&amp;gt;X [[Alien Artifacts (LWR)#Alien devices|UFO Power Sources]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|80&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(40.0&amp;amp;nbsp;days)||title=&amp;quot;Cost in Credits&amp;quot;|XX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Aircraft Weapons==&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;|Hit chance!!rowspan=&amp;quot;2&amp;quot;|Damage!!rowspan=&amp;quot;2&amp;quot;|Penetration!!rowspan=&amp;quot;2&amp;quot;|Firing&amp;lt;br /&amp;gt;cooldown!!rowspan=&amp;quot;2&amp;quot;|UFO Destruction Chance&amp;lt;Br&amp;gt;1-0.5^(dmg/500)!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Avalanche Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||160&amp;lt;br /&amp;gt;(80 per second)&amp;lt;br /&amp;gt;(32 dmg/s realised)||0%||2.0s||19%||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:Stingray Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|20% / 30% / 40%||800&amp;lt;br /&amp;gt;(73 per second)&amp;lt;br /&amp;gt;(22 dmg/s realised)||75%||11.0s||67%||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:Phoenix Coilgun Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|20% / 30% / 40%||360&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(36 dmg/s realised)||50%||3.0s||39%||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.5&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Coilgun]]&#039;&#039;&#039;|| || ||&#039;&#039;100%&#039;&#039;|| || ||[[Foundry (LWR)#Aerospace Improvements|Phoenix Coilguns (Foundry)]]|| || || || || || || ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|35% / 45% / 55%||300&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(54 dmg/s realised)||0%||2.5s||34%||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||64&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Pulse Cannon]]&#039;&#039;&#039;|| ||&#039;&#039;450&amp;lt;br /&amp;gt;(180 per second)&amp;lt;br /&amp;gt;(81 dmg/s realised)&#039;&#039;|| || ||&#039;&#039;46%&#039;&#039;||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors (Foundry)]]|| || || || || || || ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:EMP Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||420&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(48dmg/s realised)||150%||3.5s||44%||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|800&amp;lt;br /&amp;gt;(1200)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)|| XX ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)||230&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|10% / 20% / 30%||1500&amp;lt;br /&amp;gt;(750 per second)&amp;lt;br /&amp;gt;(150 dmg/s realised)||100%||2.0s||87%||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1200&amp;lt;br /&amp;gt;(1800)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)|| XX ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(16.6&amp;amp;nbsp;days)||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fusion Lance Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|5% / 15% / 25%||5000&amp;lt;br /&amp;gt;(1667 per second)&amp;lt;br /&amp;gt;(250 dmg/s realised)||150%||3.0s||99%||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||120||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1800&amp;lt;br /&amp;gt;(2700)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)||1 [[Alien Artifacts (LWR)#Alien devices|Fusion Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|49&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(24.5&amp;amp;nbsp;days)||320&lt;br /&gt;
|}&lt;br /&gt;
 Note: EMP Cannons increase the chance to retrieve artifacts from shot down UFOs by 50% if they are responsible for the fatal hit (see [[UFOs_(LWR)#UFO_Equipment|UFO Equipment]])&lt;br /&gt;
&lt;br /&gt;
==Boosters==&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; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:UFO Tracking Long War.png|128px|link=Air Combat (LWR)#Modules|Aim Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Aim Booster]]&#039;&#039;&#039;||Automatically hits the next two attacks||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||12||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||12 [[Alien Artifacts (LWR)#Aliens|Floater Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Defense Matrix Long War.png|128px|link=Air Combat (LWR)#Modules|Dodge Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Dodge Booster]]&#039;&#039;&#039;||Dodges the next two incoming attacks||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||2 [[Alien Artifacts (LWR)#Aliens|Cyberdisc Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Uplink Targeting Long War.png|128px|link=Air Combat (LWR)#Tracking Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Tracking Booster]]&#039;&#039;&#039;||Increases the squadron speed by 50%||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||8 [[Alien Artifacts (LWR)#Aliens|Drone Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Foundry (LWR)#Aerospace Improvements|Aerospace Improvements]]&lt;br /&gt;
* [[Hangar (LWR)|Hangar]]&lt;br /&gt;
* [[UFOs (LWR)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=98661</id>
		<title>Alien Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(LWR)&amp;diff=98661"/>
		<updated>2020-11-21T16:56:33Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Bomb */ Reword and clarify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch sorties of UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with an UFO sortie.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on the fly. The type of each mission is determined by the [[Alien_Resources_(LWR)|resources the aliens have]], and how [[Alien_Aggression_(LWR)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFOs is limited by their level and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(LWR)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options.&lt;br /&gt;
&lt;br /&gt;
The aliens have a strategy in Long War, and tend to focus on geographic locations. Expect to fight them the most in the continent where they build their first base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(LWR)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them &#039;&#039;does&#039;&#039; cost the aliens resources. Crucially, though, which UFOs are deployed depend indirectly on the [[Alien_Resources_(LWR)|alien resources]]  as well as the [[Alien_Level_(LWR)|Alien Level]] at the time the mission is scheduled. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when the mission is scheduled (with equal probability for each UFO type); Alien Level reduces the amount of resources the Aliens must have for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Level 1-7, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Level 8-14, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Level 15+, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;low&#039;&#039;&#039; and around the target country, attempting to confirm the existence of XCOM satellites there. Successful scouting missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new sortie to [[Alien_Missions_(LWR)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the scouting one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A scout mission can fail in four ways: 1) the UFO is shot down, 2) the UFO could botch the mission due to sustained damaged &amp;gt; 50%, 3) the target country could fend off the mission by itself, or, if all else fails, 4) the UFO could simply get unlucky. The odds of these failures happening are as follows:&lt;br /&gt;
&lt;br /&gt;
* Downed: &#039;&#039;100% chance of failure&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: &#039;&#039;(100 - 2*(RemainingUFOHP%-50))% chance of failure&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: &#039;&#039;(CountryDefense/2)% chance of failure&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: &#039;&#039;(60 - AlienResearch/15)% chance of failure&#039;&#039; - this means when the aliens have 900 research points, an unfettered scouting mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
The aliens will generally send 3-6 six sorties per month. As the game progresses the number of sorties sent decreases. As Alien Resources increase the number of sorties sent increases.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;12%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;7%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously scouted satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. The base chance of success is 60%, or 90% on the second pass (30%/50% respectively if Stealth Satellites is researched. Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Pertinent to this specific mission type, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while stopping the hunt mission.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if alien aggression is high. The more aggression and resources the aliens have, the more direct hunt missions are sent.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;24%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;13%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;24%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;13%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 2.5&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; resources &amp;amp; Alien Level &amp;gt; 2.5&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Level_(LWR)|research]] if successful, increasing their level. This will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0% resources), the aliens will never undertake research missions; conversely, if they have many resources (100% resources), then the maximum amount of research missions will be performed. Otherwise, the aliens will adjust the amount of research mission attempts depending Alien Aggression and the amount their resources. If the aliens are not being very aggressive towards XCOM, they will be content with the tech they are currently fielding, thus will not carry out research missions; but as alien aggression increases, the aliens will try to keep up via research as much as they can afford it.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;30%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;17%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;83%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;60%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;33%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a Alien Aggression / 2 chance that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0%), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (100%), then no harvest will occur. Otherwise, the aliens will harvest more when they are shorter on resource.&lt;br /&gt;
Additionally, the aliens also prefer doing harvests when they are not being aggressive; in the presence of a strong XCOM they prefer more aggressive missions instead.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Harvester|Harvester]]: Aliens must have &amp;gt; 25% resources&lt;br /&gt;
* [[UFOs_(LWR)#Raider|Raider]]: Aliens must have &amp;gt; 42% resources&lt;br /&gt;
* [[UFOs_(LWR)#Scout|Scout]]: Aliens must have &amp;gt; 75% resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. This is one of the few NOE mission types that never lands, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely foil its panic increase is to damage the bombing UFO by at least 50%. However, damaging the UFO at all will still reduce the amount of panic created at the end of its mission. A successful bombing mission generates 9 panic in the country raided (reduced proportionally by amount of damage received down to 0 panic at 50% health) plus an additional 1 panic if the UFO has received no damage.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resources and a higher aggression level. With maximum resource and aggression level they will conduct multiple bombing missions per month. &lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(LWR)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(LWR)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;25%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;18%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;10%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(LWR)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;58%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;42%&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;23%&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
Multiple [[UFOs_(LWR)#Abductor|Abductors]] (2-3) will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the multiple target areas and generate [[Missions (LWR)#Alien Abductions|Abduction sites]]. A successful abduction will increase panic in the country and across the continent. Thwarting the abduction will decrease panic in the country and continent, but by a lesser degree.&lt;br /&gt;
&lt;br /&gt;
Since abductions only provide a 12 hour response time, if a Commander is not careful, he could fail some of the abductions because of taking too long to fly to the other abduction sites.&lt;br /&gt;
&lt;br /&gt;
Each successful abduction (a failed abduction for XCOM) grants alien research which leads to an increase in Alien Level. The council will offer rewards to XCOM for successfully completing an abduction which include: credits, scientists, engineers, and new soldiers. The difficulty of the abduction will increase the quantity or quality of the reward.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they are being aggressive. But the aliens still dispatch more abduction missions if they have more resources when they are not being aggressive with max resources. Conversely, if the aliens are short on resources, and are being highly aggressive (high aggression level), fewer abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of abductions decreases by 20% per month, but there will always be at least 1.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double sortie mission: At first, a [[UFOs_(LWR)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. After a week or two an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (LWR)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic in the targeted country and continent per civilian killed. &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Saving the vast majority of the civilians can actually lead to a decrease in panic. &lt;br /&gt;
 Losing or ignoring the mission will cause immediate country defection and an increase in panic continent-wide.&lt;br /&gt;
 Each civilian saved in a country that has not left the council will grant XCOM a 20 credit reward from the affected country (Modified by &#039;&#039;Campaign Length&#039;&#039;) (Increases by 10% per month).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving the vast majority of civilians during the engagement, or by shooting down the [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are predictable, and will probably be cost prohibitive to even try the latter. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off consistently. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, terror missions are quite costly for the aliens as well. In fact, they cannot even afford it when they have the minimal level of resources. When Alien Aggression is higher, the aliens will try to launch more terror missions each month. One can prevent such an onslaught by depriving the aliens of resources which they desperately need for this kind of strategy.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(LWR)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
As the months progress, the number of terror missions decreases by 20% per month and there will sometimes be none.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(LWR)#Battleship|Battleship]] and [[UFOs_(LWR)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(LWR)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
This is a very expensive option for the aliens, and as such they can only afford it with maximal resource available. And even then, the aliens won&#039;t yet try if they are being very aggressive, being too focused on hunting down XCOM satellites instead.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. A UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (LWR)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(LWR)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (LWR)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and high aggression; specifically, for every 3 months (not necessarily in a row) that the aliens are at maximum aggression level (100%) and a high resource level (&amp;gt;66%), an [[Missions (LWR)#XCOM Base Defense|XCOM Base Defense]] will spawn.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. &lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(LWR)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (LWR)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have an aggression level of &amp;gt;75% and resource level &amp;gt;50%. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(LWR)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(LWR)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission is how the aliens communicate and co-ordinate their activities and is normally hidden to XCOM. &lt;br /&gt;
&lt;br /&gt;
The aliens have many Overseers and shooting 1 down has no special strategic value.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=98660</id>
		<title>Air Combat (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=98660"/>
		<updated>2020-11-21T16:53:41Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Damaging and Destroying UFOs */ Clarify that bomb missions cause panic even if UFO damaged&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;
UFOs are tougher, faster, and much stronger in Long War Rebalance than in either Long War 1.0 or Vanilla EU/EW. Along with that, your crafts and armaments are significantly less potent, at least at first. However, in Long War Rebalance you can send up full squadrons of up to 5 aircraft at once, which helps you handle such strong UFOs.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
If the aliens send a UFO and it is damaged, destroyed or lost, the aliens will pay resources for it, limiting their options in the next month.&lt;br /&gt;
&lt;br /&gt;
==Damaging and Destroying UFOs==&lt;br /&gt;
&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts may be a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it. A non-landing UFO at 50% health will fail the mission it was sent on. It is important to consider dealing some damage (even 1) to all UFOs, as this will prevent them from increasing panic in the country below (except for the [[Alien_Missions_(LWR)#Bomb|bomb]] mission, which causes some panic anyway, unless foiled by damaging the craft for at least 50%).&lt;br /&gt;
&lt;br /&gt;
UFOs that take a lot of damage beyond their HP total will be destroyed in the air, so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. Fighters and Destroyers will always be destroyed if their HP is reduced to 0 or less (as they never crash land). Harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys: specifically, it is the amount of damage beyond the UFO&#039;s HP total that determines the UFO&#039;s survival chance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance of Destruction =  HP overkill divided by 5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 550px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Average Chance of Destruction = 1 - 0.5 ^ (WeaponDamage/500)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UFO Shielding===&lt;br /&gt;
&lt;br /&gt;
In the first 3 months of the game, UFOs have special shielding that prevents them from being destroyed. In March, a UFO which received enough kill damage to be destroyed in the air will instead be shot down. In April, only 2 thirds of the UFOs will have this shielding. In May, only 1 third. &lt;br /&gt;
&lt;br /&gt;
Fighters and Destroyers never receive this shielding. In June, all UFOs have stopped receiving Shielding.&lt;br /&gt;
&lt;br /&gt;
==UFO Flight Patterns==&lt;br /&gt;
&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. UFOs at low altitude are likely to be scouting satellites, so they must be dealt with. Unless playing in Ironman, you may want to see if a UFO would land in a place visible to XCOM before deciding to shoot it down (and reload if it does not land). While a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid, shoot down, or destroy a UFO type, you can research that craft for a damage and resource bonus against it in the future.&lt;br /&gt;
&lt;br /&gt;
== Formation ==&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat formation position for your interceptors as they launch on a mission:&lt;br /&gt;
* &#039;&#039;&#039;LEAD&#039;&#039;&#039;: +10 hit chance (1.5x hit chance for UFO)&lt;br /&gt;
* &#039;&#039;&#039;MID&#039;&#039;&#039;: no change&lt;br /&gt;
* &#039;&#039;&#039;REAR&#039;&#039;&#039;: -10 hit chance (0.67x hit chance for UFO)&lt;br /&gt;
&lt;br /&gt;
You may not use the aim booster when the active aircraft is in the rear of a formation. You may not use the dodge booster when the active aircraft is in the lead of a formation.&lt;br /&gt;
&lt;br /&gt;
Mathematically and not accounting for interception time, this means that lead is the most efficient formation position when your Interceptor aim is low, while rear is most efficient when your Interceptor aim is high. However, lead formation positions can lead to too much damage and rear formation positions can lead to too little.&lt;br /&gt;
&lt;br /&gt;
== Aircraft Hit Chance ==&lt;br /&gt;
&lt;br /&gt;
The Hit Chance of a XCOM&#039;s aircraft is determined mostly by the aim of the weapon they are using. It can then be modified by their position in the formation, their experience, and the size of their opponent.&lt;br /&gt;
&lt;br /&gt;
*As discussed in the section above, aircraft in the lead of the formation will gain +10 hit chance and aircraft in the rear of the formation will lose 10 hit chance.&lt;br /&gt;
*Experienced aircraft pilots will gain +1 hit chance for each UFO they have killed. There is no limit to this increase. This makes them especially effective using aircraft weapons with low aim.&lt;br /&gt;
*Larger UFOs are (reasonably) easier to hit. As such, XCOM aircraft will find their hit chance increased by 50% and 100% for medium and large UFOs, respectively.&lt;br /&gt;
&lt;br /&gt;
== Interception Time ==&lt;br /&gt;
&lt;br /&gt;
The interception time of a squadron and a UFO is based on their speeds.  &lt;br /&gt;
&lt;br /&gt;
The specific formula is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (Slowest Aircraft Speed / UFO Speed)&lt;br /&gt;
&lt;br /&gt;
Interception time can be modified by:&lt;br /&gt;
*UFO Scanners: +10% interception time&lt;br /&gt;
*Damaged Aircraft: -20% aircraft speed&lt;br /&gt;
*Elerium Afterburners: +5 squardron speed&lt;br /&gt;
*Tracking Booster: +50% squadron speed&lt;br /&gt;
&lt;br /&gt;
An example of a squadron of Interceptors with UFO scanners vs a Scout.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (25 / 45) * 1.1&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 18.3s&lt;br /&gt;
&lt;br /&gt;
== The Active Aircraft ==&lt;br /&gt;
&lt;br /&gt;
[[File:LWRActiveAircraft.png|right|500px]]&lt;br /&gt;
&lt;br /&gt;
The active aircraft is chosen randomly from all aircrafts in the lead of the formation. If there are no aircrafts in lead, an aircraft will be randomly select from the mid of the formation. Likewise, if there are no aircrafts in mid, an aircraft will be randomly selected from the rear of the formation.&lt;br /&gt;
&lt;br /&gt;
The active aircraft will take 50% of all shots from the UFO, which makes it the most likely to take damage when there are more than 2 aircraft in a sortie. Support aircraft (non-active aircraft in the squadron) will evenly share the remaining 50% of shots from the UFO.&lt;br /&gt;
&lt;br /&gt;
The active aircraft also dictates which aircraft boosters can be used (an active aircraft in lead restricts the use of dodge boosters and an active aircraft in rear restricts the use of aim boosters).&lt;br /&gt;
&lt;br /&gt;
The active aircraft is also the only aircraft which you can tell to disengage. Supporting aircraft will automatically disengage if their HP has dropped below 25%. The active aircraft will continue to engage until you issue a disengage order. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Note that the disengage order can take a second or two to occur.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;This means UFOs can still destroy aircraft AFTER they have been given an order disengage.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damaged Aircraft==&lt;br /&gt;
&lt;br /&gt;
Damaged aircraft can engage UFOs but will have -20 aim and only 80% of their base speed. The entire sortie will always fly at the speed of the slowest aircraft, so sending in a single damaged aircraft may end up reducing the overall damage of your sortie.&lt;br /&gt;
&lt;br /&gt;
You can speed the repair of aircraft by hiring additional repair crews in the hangar at the cost of 150 credits per crew. This cuts remaining repair time in half, though it cannot go below 1 day.&lt;br /&gt;
&lt;br /&gt;
== Refueling ==&lt;br /&gt;
&lt;br /&gt;
After engaging a UFO, all aircraft will need to refuel. The refuel time is 12 hours which mostly prevents an aircraft from engaging the same UFO more than once.&lt;br /&gt;
&lt;br /&gt;
== Combat Patrols ==&lt;br /&gt;
&lt;br /&gt;
[[File:Combatpatrol.png|right|800px]]&lt;br /&gt;
&lt;br /&gt;
Undamaged interceptors can be sent on &#039;&#039;&#039;Combat Patrols&#039;&#039;&#039;. This will cost 200 credits plus an additional 100 credits for each previous use (due to increased alien resiliency). It will lower continent panic, alien research, and alien resources. Performing a Combat Patrol will raise Alien Aggression by 12.5%. The aircraft sent on combat patrol will return immediately and will have received 10-90% of it&#039;s max HP in damage.&lt;br /&gt;
&lt;br /&gt;
The amount of effect of the Combat Patrol on continent panic reduction, alien research reduction, and alien resource reduction is based on the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Aircraft&#039;&#039;&#039;:&lt;br /&gt;
     Interceptor: 2-4&lt;br /&gt;
     Firestorm: 4-6&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Weapon&#039;&#039;&#039;:&lt;br /&gt;
     Avalanche Missiles: +0&lt;br /&gt;
     Stingray Missiles: +0&lt;br /&gt;
     Phoenix Coilgun: +1&lt;br /&gt;
     Laser Cannon: +1&lt;br /&gt;
     EMP Cannon: +2&lt;br /&gt;
     Plasma Cannon: +3&lt;br /&gt;
     Fusion Lance: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Pilot Rank&#039;&#039;&#039;:&lt;br /&gt;
     Rookie: +0&lt;br /&gt;
     Lieutenant: +1&lt;br /&gt;
     Captain: +1&lt;br /&gt;
     Major: +2&lt;br /&gt;
     Colonel: +2&lt;br /&gt;
     Commander: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Country Air Forces ==&lt;br /&gt;
&lt;br /&gt;
If you engage a UFO over a country that has some Country Defense (gained by completing council requests for that country) then there is a chance they may aid you in the air battle by sending up one of their own aircraft.&lt;br /&gt;
&lt;br /&gt;
The chance is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance for Country Air Force Aid&#039;&#039;&#039; = Country Defense / 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The strength of the aircraft the country sends up is based upon their Country Defense:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=400px&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Country Defense&#039;&#039;&#039; || &#039;&#039;&#039;Aircraft Upgrade&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 30 || Phoenix Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 60 || EMP Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 90 || Firestorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
&lt;br /&gt;
[[File:LWRAirGame.png|right]]&lt;br /&gt;
&lt;br /&gt;
The damage each aircraft deals when it lands a hit is based upon its weapon and the damage resistance of it&#039;s target.&lt;br /&gt;
&lt;br /&gt;
To aid the player, the average &#039;&#039;&#039;damage per second&#039;&#039;&#039; of your current aircraft (in its selected formation position) against the current UFO will be displayed on any aircraft you select to join a squadron. As well, the &#039;&#039;&#039;aim of your aircraft&#039;&#039;&#039; and the &#039;&#039;&#039;HP of the UFO&#039;&#039;&#039; will be displayed. This allows for quick calculations of the amount of damage you will be dealing during the engagement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Game Damage Calculation Formula:&#039;&#039;&#039;&lt;br /&gt;
*Base Damage = Weapon Damage * (1 - Clamp((DR - Penetration), 0, 0.95)/100)&lt;br /&gt;
*Critical Hit Chance [x1.5 damage] = Penetration/10 - DR/10&lt;br /&gt;
*All damage is randomized between 80-120%&lt;br /&gt;
&lt;br /&gt;
Example of Phoenix Cannon (360 damage, 3s cooldown, 50% penetration, 5% crit, 30 aim) vs Fighter (HP:400, DR:75%):&lt;br /&gt;
 Base Damage = 360 * (1 - Clamp((75 - 50)/100, 0, 0.95))&lt;br /&gt;
 Base Damage = 360 * 0.75&lt;br /&gt;
 Base Damage = 270&lt;br /&gt;
 Critical hit Chance = 50/10 - 75/10 = -2.5 = 0%&lt;br /&gt;
 Base Damage is then randomized between 80% and 120%&lt;br /&gt;
 Rate of Fire = 3s&lt;br /&gt;
 &#039;&#039;&#039;Damage per Second&#039;&#039;&#039; = 270/3 = 90 dps&lt;br /&gt;
&lt;br /&gt;
==UFOs and UFO Weapons==&lt;br /&gt;
&lt;br /&gt;
For information on UFOs click here: &#039;&#039;&#039;[[UFOs (LWR)#Scout|UFOs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For information on UFO Weapons click here: &#039;&#039;&#039;[[UFOs (LWR)#UFO Weapons|UFO Weapons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&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;|Health!!rowspan=&amp;quot;2&amp;quot;|Damage Resistance!!rowspan=&amp;quot;2&amp;quot;|Speed!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!Maintenance&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}||{{Maintenance cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Skyranger.png|128px|link=Air Combat (LWR)#Aircraft|Skyranger]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Skyranger]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Can&#039;t be damaged or destroyed||colspan=&amp;quot;8&amp;quot;|XCOM starts with one, unable to produce more||title=&amp;quot;Cost in Credits&amp;quot;|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Satellite.png|128px|link=Air Combat (LWR)#Aircraft|Satellite]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Satellite]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Increases funding and provides unique bonuses|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Interceptor.png|128px|link=Air Combat (LWR)#Aircraft|Interceptor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Interceptor]]&#039;&#039;&#039;||2000||0%||25|| || ||title=&amp;quot;Cost in Credits&amp;quot;|500|| || || || ||title=&amp;quot;Duration in days&amp;quot;|20&amp;amp;nbsp;days||title=&amp;quot;Cost in Credits&amp;quot;|100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Firestorm.png|128px|link=Air Combat (LWR)#Aircraft|Firestorm]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Firestorm]]&#039;&#039;&#039;||6000||100%||35||[[Research (LWR)#Materials and Aerospace|Alien Propulsion]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|XX&amp;lt;br /&amp;gt;(XX)||X [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computers]]&amp;lt;br /&amp;gt;X [[Alien Artifacts (LWR)#Alien devices|UFO Power Sources]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|80&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(40.0&amp;amp;nbsp;days)||title=&amp;quot;Cost in Credits&amp;quot;|XX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Aircraft Weapons==&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;|Hit chance!!rowspan=&amp;quot;2&amp;quot;|Damage!!rowspan=&amp;quot;2&amp;quot;|Penetration!!rowspan=&amp;quot;2&amp;quot;|Firing&amp;lt;br /&amp;gt;cooldown!!rowspan=&amp;quot;2&amp;quot;|UFO Destruction Chance&amp;lt;Br&amp;gt;1-0.5^(dmg/500)!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Avalanche Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||160&amp;lt;br /&amp;gt;(80 per second)&amp;lt;br /&amp;gt;(32 dmg/s realised)||0%||2.0s||19%||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:Stingray Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|20% / 30% / 40%||800&amp;lt;br /&amp;gt;(73 per second)&amp;lt;br /&amp;gt;(22 dmg/s realised)||75%||11.0s||67%||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:Phoenix Coilgun Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|20% / 30% / 40%||360&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(36 dmg/s realised)||50%||3.0s||39%||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.5&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Coilgun]]&#039;&#039;&#039;|| || ||&#039;&#039;100%&#039;&#039;|| || ||[[Foundry (LWR)#Aerospace Improvements|Phoenix Coilguns (Foundry)]]|| || || || || || || ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|35% / 45% / 55%||300&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(54 dmg/s realised)||0%||2.5s||34%||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||64&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Pulse Cannon]]&#039;&#039;&#039;|| ||&#039;&#039;450&amp;lt;br /&amp;gt;(180 per second)&amp;lt;br /&amp;gt;(81 dmg/s realised)&#039;&#039;|| || ||&#039;&#039;46%&#039;&#039;||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors (Foundry)]]|| || || || || || || ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:EMP Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||420&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(48dmg/s realised)||150%||3.5s||44%||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|800&amp;lt;br /&amp;gt;(1200)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)|| XX ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)||230&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|10% / 20% / 30%||1500&amp;lt;br /&amp;gt;(750 per second)&amp;lt;br /&amp;gt;(150 dmg/s realised)||100%||2.0s||87%||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1200&amp;lt;br /&amp;gt;(1800)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)|| XX ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(16.6&amp;amp;nbsp;days)||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fusion Lance Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|5% / 15% / 25%||5000&amp;lt;br /&amp;gt;(1667 per second)&amp;lt;br /&amp;gt;(250 dmg/s realised)||150%||3.0s||99%||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||120||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1800&amp;lt;br /&amp;gt;(2700)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)||1 [[Alien Artifacts (LWR)#Alien devices|Fusion Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|49&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(24.5&amp;amp;nbsp;days)||320&lt;br /&gt;
|}&lt;br /&gt;
 Note: EMP Cannons increase the chance to retrieve artifacts from shot down UFOs by 50% if they are responsible for the fatal hit (see [[UFOs_(LWR)#UFO_Equipment|UFO Equipment]])&lt;br /&gt;
&lt;br /&gt;
==Boosters==&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; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:UFO Tracking Long War.png|128px|link=Air Combat (LWR)#Modules|Aim Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Aim Booster]]&#039;&#039;&#039;||Automatically hits the next two attacks||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||12||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||12 [[Alien Artifacts (LWR)#Aliens|Floater Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Defense Matrix Long War.png|128px|link=Air Combat (LWR)#Modules|Dodge Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Dodge Booster]]&#039;&#039;&#039;||Dodges the next two incoming attacks||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||2 [[Alien Artifacts (LWR)#Aliens|Cyberdisc Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Uplink Targeting Long War.png|128px|link=Air Combat (LWR)#Tracking Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Tracking Booster]]&#039;&#039;&#039;||Increases the squadron speed by 50%||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||8 [[Alien Artifacts (LWR)#Aliens|Drone Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Foundry (LWR)#Aerospace Improvements|Aerospace Improvements]]&lt;br /&gt;
* [[Hangar (LWR)|Hangar]]&lt;br /&gt;
* [[UFOs (LWR)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=98658</id>
		<title>UFOs (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=98658"/>
		<updated>2020-11-21T15:25:02Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Transport */ Fix the implication that Transports are easier than Harvesters to take over&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;
== Detecting UFOs ==&lt;br /&gt;
&lt;br /&gt;
Each satellite in a country will detect all UFOs that enter that country. &lt;br /&gt;
&lt;br /&gt;
UFOs above countries without satellite coverage can still be detected by XCOM aircraft positioned in the continent which contains that country. The chance of an aircraft detecting a UFO in a country without a satellite is 7% per aircraft (can be increased to 14% per aircraft with the UFO Tracking foundry project). With a maximum of 6 aircraft per continent this chance maxes out at 42% (or 84% with UFO Tracking).&lt;br /&gt;
&lt;br /&gt;
== UFO Equipment ==&lt;br /&gt;
&lt;br /&gt;
Crashed UFOs will have some their equipment damaged. This is represented by a flat black scar left where the equipment used to be. As well, explosives and other environmental damage can destroy UFO equipment that was not damaged in the crash. Landed UFOs will start the mission with all their UFO equipment intact, but it can still be damaged during the tactical battle.&lt;br /&gt;
&lt;br /&gt;
The chance for each artifact to remain intact is 20-50%:&lt;br /&gt;
*UFO Power Source Cylinder: 20%&lt;br /&gt;
*Stasis Capsule: 30%&lt;br /&gt;
*Alien Surgery: 30%&lt;br /&gt;
*UFO Computer: 50%&lt;br /&gt;
*Alien Food and Entertainment: 50%&lt;br /&gt;
 If the UFO is shot down and the final hit was from an EMP Cannon, all chances for artifacts to remain intact are additively increased by 50% (to 70-100%).&lt;br /&gt;
&lt;br /&gt;
Each Power Source &#039;&#039;&#039;Cylinder&#039;&#039;&#039; on a UFO contains multiple (1-3) &#039;&#039;&#039;UFO Power Sources&#039;&#039;&#039;. So you may acquire up to 3 from a Scout and up to 12 from a Battleship. All other UFO equipment is acquired on a 1:1 basis from what you see on the tactical map. Damaging a Power Source Cylinder will damage all (1-3) of the UFO Power Sources inside. Each intact UFO Power Source Cylinder also yields 40 elerium (modified by difficulty).&lt;br /&gt;
&lt;br /&gt;
[[File:UFOPowerSourceCylinder.png|200px]]&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 (800 + 50%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1-3x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Research, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-16, +2/4/6 aliens on Classic/Brutal/Impossible, a command pod of 1 outsider (before May) / 2 outsiders (after April)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troop Level Boost&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These will likely be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmored and lightly armed, but fast moving, meaning that the interception window is smaller. Although they give less in terms of alloys and elerium, they offer a great opportunity to train up rookie soldiers and get alien captures. The scouts gain a lot of health each alien level up so they can become quite durable in the later game.&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:146px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 6):&#039;&#039;&#039; Moderate (2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (400 + 50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (75% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1-3x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: Will never land or be shot down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and can be recognized by a purple strobe emanating from their blip. They have much less health but are armored. This makes &#039;&#039;Stingray Missiles&#039;&#039; the optimal choice in the early months. A Fighter in high orbit will be targeting your satellites, so aggressively engage it with [[Air Combat (Long War)#Interceptor Weapons|Stingrays]] or [[Air Combat (Long War)#Interceptor 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 (4000 + 20%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0% DR)&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;: 2-6x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Research, Harvest, Hunt&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-19, +2/4/6 aliens on Classic/Brutal/Impossible, +1 command pod of 3-4 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs may start appearing during the latter half of the first month. 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 (Long War)#Interceptor Weapons|Avalanche]] and [[Air Combat (Long War)#Interceptor Weapons|Stingray]] Missiles work effectively against this UFO, though Stingrays are more variable and deal less damage. Raiders are a good way to gather Alloys and Elerium.&lt;br /&gt;
&lt;br /&gt;
Medium UFOs will have onboard aliens that are 2 levels higher than the player normally encounters. As well, alien leaders will be 1 level higher than normal. Expect more difficult aliens on these missions.&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 5):&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (1500 +20%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (75% DR)&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;: 4-12x UFO Power Sources, 4x UFO Flight Computers&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 during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is armored, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or EMP Cannon should be used if available. Interceptor Upgrade Projects are useful to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be destroyed for alien materials to be salvaged by the military forces of the affected country, resulting in an award to XCOM, too.&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (4000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (125% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4-12x 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;: 1 Ethereal, 1 Sectopod + 1 Drone, 2x4 Muton Elites, 3 Outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Overseer is difficult to take down and will likely require multiple interceptors with EMPs or stronger. Firestorms are recommended due to the high damage output.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. &lt;br /&gt;
&lt;br /&gt;
Overseers never land and cannot be destroyed in air combat (they will always be shot down instead).&lt;br /&gt;
&lt;br /&gt;
==Large UFOs==&lt;br /&gt;
===Abductor===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (12000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (225% DR)&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;: 2-6x 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;: 10-18, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country. They are almost impossible to take down due to their incredible armor.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on [[Alien Missions (Long War)#Bomb|bombing runs]] over cities. Abductors are almost exclusively used for either Abduction or Research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the Abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so you may not have time to send two sorties.&lt;br /&gt;
&lt;br /&gt;
===Harvester===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (8000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (100% DR)&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;: 2-6x 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;: Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-18, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly and be very difficult to take down. You&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain a lot resources, as well as disrupt alien research, slowing down alien level ups.&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (14000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (150% DR)&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;: 4-12x 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;: 11-20, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This UFO is a tough ship to take down. It has even heavier armor than the Harvester. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, even more so than assaulting Harvesters, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
===Terror Ship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (10000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (125% DR)&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;: 4-12x 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;: 11-20, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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 (Long War)#Assault Carrier|Assault Carrier]]. Terror Ships that land, on the other hand, are doing [[Alien Missions (Long War)#Research|Research]] missions, and can be assaulted for their valuable rewards.&lt;br /&gt;
&lt;br /&gt;
==Very Large UFOs==&lt;br /&gt;
===Battleship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Extremely High (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (20000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (175% DR)&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;: 4-12x 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;: Scout, Hunt, Bomb, Infiltrate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-22, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 6-7 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored and packed to the teeth with weaponry. They sometimes spawn as lead guards for Terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max Foundry upgrades and modules. Once you&#039;ve downed one, you can use the [[Alien Artifacts (Long War)#Alien devices|Fusion Cores]] to build [[Air Combat (Long War)#Interceptor Weapons|Fusion Lances]] to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down Battleships.&lt;br /&gt;
&lt;br /&gt;
The aliens on these ships are high level and will have some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
===Assault Carrier===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 11):&#039;&#039;&#039; Very High (2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (20000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (200% DR)&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;: 4-12x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Terrorize, Retaliate, Research&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-22, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 6-7 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower but more durability. Engage it as you would a Battleship.&lt;br /&gt;
&lt;br /&gt;
Just like the Battleship, the aliens aboard are high level and you should expect to face some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
==UFO Weapons==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Weapon &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Hit Chance (%)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Fire Rate (s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Potential (dmg/s)&lt;br /&gt;
! width=&amp;quot;16%&amp;quot; | Average Realized (dmg/s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Penetration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 40 || 1.0 || 350 || 350 || 140 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 40 || 2.0 || 1500 || 750 || 300 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance || 50 || 3.0 || 5000 || 1667 || 833 || 150&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>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Situation_Room_(LWR)&amp;diff=98657</id>
		<title>Situation Room (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Situation_Room_(LWR)&amp;diff=98657"/>
		<updated>2020-11-21T15:21:18Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Cross-link&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;
This facility is used for special situations, like scanning for exalt, dealing with council requests, and launching satellites.&lt;br /&gt;
&lt;br /&gt;
== Launch Satellite ==&lt;br /&gt;
&lt;br /&gt;
You start every campaign with your home country covered by a satellite and 2 spare satellites in storage.&lt;br /&gt;
&lt;br /&gt;
Each country grants 40% of it&#039;s income when it&#039;s not covered by a satellite and 100% when covered. If the country leaves the Council of Nations it will grant none of it&#039;s income.&lt;br /&gt;
&lt;br /&gt;
Covering your home country with a satellite grants a bonus 200 credits.&lt;br /&gt;
&lt;br /&gt;
== Bonuses ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the [[Start Bonuses (LWR)|Start Bonuses]] and [[Continent Bonuses (LWR)|Continent Bonuses]] that XCOM has active.&lt;br /&gt;
&lt;br /&gt;
== Covert Operations ==&lt;br /&gt;
&lt;br /&gt;
A reminder will be generated to scan for exalt after covert op missions and failed intel scans. Each scan costs 200 credits.&lt;br /&gt;
&lt;br /&gt;
== XCOM Finances ==&lt;br /&gt;
&lt;br /&gt;
== Gray Market ==&lt;br /&gt;
&lt;br /&gt;
Here you can sell resources and most manufactured equipment. However, the prices of items can fluctuate, changing at the start of each month.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Sell Cost = Base Cost * (2 + ItemSeed) / 6&lt;br /&gt;
 Where ItemSeed is a new # between 0-9 each month, individual for each item&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pending Requests ==&lt;br /&gt;
&lt;br /&gt;
[[The_Council_(LWR)|The council]] will make a request every 5-10 days. Most items can be requested, including items XCOM does not currently have and items XCOM has never seen. Harder to acquire items will usually be accompanied by more generous rewards, but not all offers are worth taking and not every time.&lt;br /&gt;
&lt;br /&gt;
Each request fulfilled increases a country defense by 10 (as indicated with the little shield icon beside the country name in situation room). Defence makes countries more resistant to panic. Sometimes, if a country defense is high enough, the council nation will offer XCOM a donation to help in their efforts against the alien threat or will [[Air_Combat_(LWR)#Country_Air_Forces|send its air force]] to assist in an UFO interception.&lt;br /&gt;
&lt;br /&gt;
== Campaign Summary ==&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=98656</id>
		<title>Air Combat (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=98656"/>
		<updated>2020-11-21T15:19:19Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* UFO Flight Patterns */ Reword&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;
UFOs are tougher, faster, and much stronger in Long War Rebalance than in either Long War 1.0 or Vanilla EU/EW. Along with that, your crafts and armaments are significantly less potent, at least at first. However, in Long War Rebalance you can send up full squadrons of up to 5 aircraft at once, which helps you handle such strong UFOs.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
If the aliens send a UFO and it is damaged, destroyed or lost, the aliens will pay resources for it, limiting their options in the next month.&lt;br /&gt;
&lt;br /&gt;
==Damaging and Destroying UFOs==&lt;br /&gt;
&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts may be a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it. A non-landing UFO at 50% health will fail the mission it was sent on. It is important to consider dealing some damage (even 1) to all UFOs, as this will prevent them from increasing panic in the country below.&lt;br /&gt;
&lt;br /&gt;
UFOs that take a lot of damage beyond their HP total will be destroyed in the air, so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. Fighters and Destroyers will always be destroyed if their HP is reduced to 0 or less (as they never crash land). Harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys: specifically, it is the amount of damage beyond the UFO&#039;s HP total that determines the UFO&#039;s survival chance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance of Destruction =  HP overkill divided by 5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 550px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Average Chance of Destruction = 1 - 0.5 ^ (WeaponDamage/500)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UFO Shielding===&lt;br /&gt;
&lt;br /&gt;
In the first 3 months of the game, UFOs have special shielding that prevents them from being destroyed. In March, a UFO which received enough kill damage to be destroyed in the air will instead be shot down. In April, only 2 thirds of the UFOs will have this shielding. In May, only 1 third. &lt;br /&gt;
&lt;br /&gt;
Fighters and Destroyers never receive this shielding. In June, all UFOs have stopped receiving Shielding.&lt;br /&gt;
&lt;br /&gt;
==UFO Flight Patterns==&lt;br /&gt;
&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. UFOs at low altitude are likely to be scouting satellites, so they must be dealt with. Unless playing in Ironman, you may want to see if a UFO would land in a place visible to XCOM before deciding to shoot it down (and reload if it does not land). While a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid, shoot down, or destroy a UFO type, you can research that craft for a damage and resource bonus against it in the future.&lt;br /&gt;
&lt;br /&gt;
== Formation ==&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat formation position for your interceptors as they launch on a mission:&lt;br /&gt;
* &#039;&#039;&#039;LEAD&#039;&#039;&#039;: +10 hit chance (1.5x hit chance for UFO)&lt;br /&gt;
* &#039;&#039;&#039;MID&#039;&#039;&#039;: no change&lt;br /&gt;
* &#039;&#039;&#039;REAR&#039;&#039;&#039;: -10 hit chance (0.67x hit chance for UFO)&lt;br /&gt;
&lt;br /&gt;
You may not use the aim booster when the active aircraft is in the rear of a formation. You may not use the dodge booster when the active aircraft is in the lead of a formation.&lt;br /&gt;
&lt;br /&gt;
Mathematically and not accounting for interception time, this means that lead is the most efficient formation position when your Interceptor aim is low, while rear is most efficient when your Interceptor aim is high. However, lead formation positions can lead to too much damage and rear formation positions can lead to too little.&lt;br /&gt;
&lt;br /&gt;
== Aircraft Hit Chance ==&lt;br /&gt;
&lt;br /&gt;
The Hit Chance of a XCOM&#039;s aircraft is determined mostly by the aim of the weapon they are using. It can then be modified by their position in the formation, their experience, and the size of their opponent.&lt;br /&gt;
&lt;br /&gt;
*As discussed in the section above, aircraft in the lead of the formation will gain +10 hit chance and aircraft in the rear of the formation will lose 10 hit chance.&lt;br /&gt;
*Experienced aircraft pilots will gain +1 hit chance for each UFO they have killed. There is no limit to this increase. This makes them especially effective using aircraft weapons with low aim.&lt;br /&gt;
*Larger UFOs are (reasonably) easier to hit. As such, XCOM aircraft will find their hit chance increased by 50% and 100% for medium and large UFOs, respectively.&lt;br /&gt;
&lt;br /&gt;
== Interception Time ==&lt;br /&gt;
&lt;br /&gt;
The interception time of a squadron and a UFO is based on their speeds.  &lt;br /&gt;
&lt;br /&gt;
The specific formula is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (Slowest Aircraft Speed / UFO Speed)&lt;br /&gt;
&lt;br /&gt;
Interception time can be modified by:&lt;br /&gt;
*UFO Scanners: +10% interception time&lt;br /&gt;
*Damaged Aircraft: -20% aircraft speed&lt;br /&gt;
*Elerium Afterburners: +5 squardron speed&lt;br /&gt;
*Tracking Booster: +50% squadron speed&lt;br /&gt;
&lt;br /&gt;
An example of a squadron of Interceptors with UFO scanners vs a Scout.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (25 / 45) * 1.1&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 18.3s&lt;br /&gt;
&lt;br /&gt;
== The Active Aircraft ==&lt;br /&gt;
&lt;br /&gt;
[[File:LWRActiveAircraft.png|right|500px]]&lt;br /&gt;
&lt;br /&gt;
The active aircraft is chosen randomly from all aircrafts in the lead of the formation. If there are no aircrafts in lead, an aircraft will be randomly select from the mid of the formation. Likewise, if there are no aircrafts in mid, an aircraft will be randomly selected from the rear of the formation.&lt;br /&gt;
&lt;br /&gt;
The active aircraft will take 50% of all shots from the UFO, which makes it the most likely to take damage when there are more than 2 aircraft in a sortie. Support aircraft (non-active aircraft in the squadron) will evenly share the remaining 50% of shots from the UFO.&lt;br /&gt;
&lt;br /&gt;
The active aircraft also dictates which aircraft boosters can be used (an active aircraft in lead restricts the use of dodge boosters and an active aircraft in rear restricts the use of aim boosters).&lt;br /&gt;
&lt;br /&gt;
The active aircraft is also the only aircraft which you can tell to disengage. Supporting aircraft will automatically disengage if their HP has dropped below 25%. The active aircraft will continue to engage until you issue a disengage order. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Note that the disengage order can take a second or two to occur.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;This means UFOs can still destroy aircraft AFTER they have been given an order disengage.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damaged Aircraft==&lt;br /&gt;
&lt;br /&gt;
Damaged aircraft can engage UFOs but will have -20 aim and only 80% of their base speed. The entire sortie will always fly at the speed of the slowest aircraft, so sending in a single damaged aircraft may end up reducing the overall damage of your sortie.&lt;br /&gt;
&lt;br /&gt;
You can speed the repair of aircraft by hiring additional repair crews in the hangar at the cost of 150 credits per crew. This cuts remaining repair time in half, though it cannot go below 1 day.&lt;br /&gt;
&lt;br /&gt;
== Refueling ==&lt;br /&gt;
&lt;br /&gt;
After engaging a UFO, all aircraft will need to refuel. The refuel time is 12 hours which mostly prevents an aircraft from engaging the same UFO more than once.&lt;br /&gt;
&lt;br /&gt;
== Combat Patrols ==&lt;br /&gt;
&lt;br /&gt;
[[File:Combatpatrol.png|right|800px]]&lt;br /&gt;
&lt;br /&gt;
Undamaged interceptors can be sent on &#039;&#039;&#039;Combat Patrols&#039;&#039;&#039;. This will cost 200 credits plus an additional 100 credits for each previous use (due to increased alien resiliency). It will lower continent panic, alien research, and alien resources. Performing a Combat Patrol will raise Alien Aggression by 12.5%. The aircraft sent on combat patrol will return immediately and will have received 10-90% of it&#039;s max HP in damage.&lt;br /&gt;
&lt;br /&gt;
The amount of effect of the Combat Patrol on continent panic reduction, alien research reduction, and alien resource reduction is based on the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Aircraft&#039;&#039;&#039;:&lt;br /&gt;
     Interceptor: 2-4&lt;br /&gt;
     Firestorm: 4-6&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Weapon&#039;&#039;&#039;:&lt;br /&gt;
     Avalanche Missiles: +0&lt;br /&gt;
     Stingray Missiles: +0&lt;br /&gt;
     Phoenix Coilgun: +1&lt;br /&gt;
     Laser Cannon: +1&lt;br /&gt;
     EMP Cannon: +2&lt;br /&gt;
     Plasma Cannon: +3&lt;br /&gt;
     Fusion Lance: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Pilot Rank&#039;&#039;&#039;:&lt;br /&gt;
     Rookie: +0&lt;br /&gt;
     Lieutenant: +1&lt;br /&gt;
     Captain: +1&lt;br /&gt;
     Major: +2&lt;br /&gt;
     Colonel: +2&lt;br /&gt;
     Commander: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Country Air Forces ==&lt;br /&gt;
&lt;br /&gt;
If you engage a UFO over a country that has some Country Defense (gained by completing council requests for that country) then there is a chance they may aid you in the air battle by sending up one of their own aircraft.&lt;br /&gt;
&lt;br /&gt;
The chance is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance for Country Air Force Aid&#039;&#039;&#039; = Country Defense / 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The strength of the aircraft the country sends up is based upon their Country Defense:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=400px&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Country Defense&#039;&#039;&#039; || &#039;&#039;&#039;Aircraft Upgrade&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 30 || Phoenix Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 60 || EMP Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 90 || Firestorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
&lt;br /&gt;
[[File:LWRAirGame.png|right]]&lt;br /&gt;
&lt;br /&gt;
The damage each aircraft deals when it lands a hit is based upon its weapon and the damage resistance of it&#039;s target.&lt;br /&gt;
&lt;br /&gt;
To aid the player, the average &#039;&#039;&#039;damage per second&#039;&#039;&#039; of your current aircraft (in its selected formation position) against the current UFO will be displayed on any aircraft you select to join a squadron. As well, the &#039;&#039;&#039;aim of your aircraft&#039;&#039;&#039; and the &#039;&#039;&#039;HP of the UFO&#039;&#039;&#039; will be displayed. This allows for quick calculations of the amount of damage you will be dealing during the engagement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Game Damage Calculation Formula:&#039;&#039;&#039;&lt;br /&gt;
*Base Damage = Weapon Damage * (1 - Clamp((DR - Penetration), 0, 0.95)/100)&lt;br /&gt;
*Critical Hit Chance [x1.5 damage] = Penetration/10 - DR/10&lt;br /&gt;
*All damage is randomized between 80-120%&lt;br /&gt;
&lt;br /&gt;
Example of Phoenix Cannon (360 damage, 3s cooldown, 50% penetration, 5% crit, 30 aim) vs Fighter (HP:400, DR:75%):&lt;br /&gt;
 Base Damage = 360 * (1 - Clamp((75 - 50)/100, 0, 0.95))&lt;br /&gt;
 Base Damage = 360 * 0.75&lt;br /&gt;
 Base Damage = 270&lt;br /&gt;
 Critical hit Chance = 50/10 - 75/10 = -2.5 = 0%&lt;br /&gt;
 Base Damage is then randomized between 80% and 120%&lt;br /&gt;
 Rate of Fire = 3s&lt;br /&gt;
 &#039;&#039;&#039;Damage per Second&#039;&#039;&#039; = 270/3 = 90 dps&lt;br /&gt;
&lt;br /&gt;
==UFOs and UFO Weapons==&lt;br /&gt;
&lt;br /&gt;
For information on UFOs click here: &#039;&#039;&#039;[[UFOs (LWR)#Scout|UFOs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For information on UFO Weapons click here: &#039;&#039;&#039;[[UFOs (LWR)#UFO Weapons|UFO Weapons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&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;|Health!!rowspan=&amp;quot;2&amp;quot;|Damage Resistance!!rowspan=&amp;quot;2&amp;quot;|Speed!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!Maintenance&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}||{{Maintenance cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Skyranger.png|128px|link=Air Combat (LWR)#Aircraft|Skyranger]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Skyranger]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Can&#039;t be damaged or destroyed||colspan=&amp;quot;8&amp;quot;|XCOM starts with one, unable to produce more||title=&amp;quot;Cost in Credits&amp;quot;|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Satellite.png|128px|link=Air Combat (LWR)#Aircraft|Satellite]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Satellite]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Increases funding and provides unique bonuses|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Interceptor.png|128px|link=Air Combat (LWR)#Aircraft|Interceptor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Interceptor]]&#039;&#039;&#039;||2000||0%||25|| || ||title=&amp;quot;Cost in Credits&amp;quot;|500|| || || || ||title=&amp;quot;Duration in days&amp;quot;|20&amp;amp;nbsp;days||title=&amp;quot;Cost in Credits&amp;quot;|100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Firestorm.png|128px|link=Air Combat (LWR)#Aircraft|Firestorm]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Firestorm]]&#039;&#039;&#039;||6000||100%||35||[[Research (LWR)#Materials and Aerospace|Alien Propulsion]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|XX&amp;lt;br /&amp;gt;(XX)||X [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computers]]&amp;lt;br /&amp;gt;X [[Alien Artifacts (LWR)#Alien devices|UFO Power Sources]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|80&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(40.0&amp;amp;nbsp;days)||title=&amp;quot;Cost in Credits&amp;quot;|XX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Aircraft Weapons==&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;|Hit chance!!rowspan=&amp;quot;2&amp;quot;|Damage!!rowspan=&amp;quot;2&amp;quot;|Penetration!!rowspan=&amp;quot;2&amp;quot;|Firing&amp;lt;br /&amp;gt;cooldown!!rowspan=&amp;quot;2&amp;quot;|UFO Destruction Chance&amp;lt;Br&amp;gt;1-0.5^(dmg/500)!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Avalanche Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||160&amp;lt;br /&amp;gt;(80 per second)&amp;lt;br /&amp;gt;(32 dmg/s realised)||0%||2.0s||19%||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:Stingray Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|20% / 30% / 40%||800&amp;lt;br /&amp;gt;(73 per second)&amp;lt;br /&amp;gt;(22 dmg/s realised)||75%||11.0s||67%||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:Phoenix Coilgun Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|20% / 30% / 40%||360&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(36 dmg/s realised)||50%||3.0s||39%||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.5&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Coilgun]]&#039;&#039;&#039;|| || ||&#039;&#039;100%&#039;&#039;|| || ||[[Foundry (LWR)#Aerospace Improvements|Phoenix Coilguns (Foundry)]]|| || || || || || || ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|35% / 45% / 55%||300&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(54 dmg/s realised)||0%||2.5s||34%||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||64&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Pulse Cannon]]&#039;&#039;&#039;|| ||&#039;&#039;450&amp;lt;br /&amp;gt;(180 per second)&amp;lt;br /&amp;gt;(81 dmg/s realised)&#039;&#039;|| || ||&#039;&#039;46%&#039;&#039;||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors (Foundry)]]|| || || || || || || ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:EMP Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||420&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(48dmg/s realised)||150%||3.5s||44%||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|800&amp;lt;br /&amp;gt;(1200)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)|| XX ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)||230&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|10% / 20% / 30%||1500&amp;lt;br /&amp;gt;(750 per second)&amp;lt;br /&amp;gt;(150 dmg/s realised)||100%||2.0s||87%||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1200&amp;lt;br /&amp;gt;(1800)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)|| XX ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(16.6&amp;amp;nbsp;days)||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fusion Lance Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|5% / 15% / 25%||5000&amp;lt;br /&amp;gt;(1667 per second)&amp;lt;br /&amp;gt;(250 dmg/s realised)||150%||3.0s||99%||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||120||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1800&amp;lt;br /&amp;gt;(2700)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)||1 [[Alien Artifacts (LWR)#Alien devices|Fusion Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|49&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(24.5&amp;amp;nbsp;days)||320&lt;br /&gt;
|}&lt;br /&gt;
 Note: EMP Cannons increase the chance to retrieve artifacts from shot down UFOs by 50% if they are responsible for the fatal hit (see [[UFOs_(LWR)#UFO_Equipment|UFO Equipment]])&lt;br /&gt;
&lt;br /&gt;
==Boosters==&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; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:UFO Tracking Long War.png|128px|link=Air Combat (LWR)#Modules|Aim Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Aim Booster]]&#039;&#039;&#039;||Automatically hits the next two attacks||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||12||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||12 [[Alien Artifacts (LWR)#Aliens|Floater Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Defense Matrix Long War.png|128px|link=Air Combat (LWR)#Modules|Dodge Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Dodge Booster]]&#039;&#039;&#039;||Dodges the next two incoming attacks||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||2 [[Alien Artifacts (LWR)#Aliens|Cyberdisc Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Uplink Targeting Long War.png|128px|link=Air Combat (LWR)#Tracking Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Tracking Booster]]&#039;&#039;&#039;||Increases the squadron speed by 50%||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||8 [[Alien Artifacts (LWR)#Aliens|Drone Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Foundry (LWR)#Aerospace Improvements|Aerospace Improvements]]&lt;br /&gt;
* [[Hangar (LWR)|Hangar]]&lt;br /&gt;
* [[UFOs (LWR)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=98655</id>
		<title>Air Combat (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=98655"/>
		<updated>2020-11-21T15:18:27Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* UFO Flight Patterns */ Clarify that ships landing in places not monitored by XCOM is no good&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;
UFOs are tougher, faster, and much stronger in Long War Rebalance than in either Long War 1.0 or Vanilla EU/EW. Along with that, your crafts and armaments are significantly less potent, at least at first. However, in Long War Rebalance you can send up full squadrons of up to 5 aircraft at once, which helps you handle such strong UFOs.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
If the aliens send a UFO and it is damaged, destroyed or lost, the aliens will pay resources for it, limiting their options in the next month.&lt;br /&gt;
&lt;br /&gt;
==Damaging and Destroying UFOs==&lt;br /&gt;
&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts may be a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it. A non-landing UFO at 50% health will fail the mission it was sent on. It is important to consider dealing some damage (even 1) to all UFOs, as this will prevent them from increasing panic in the country below.&lt;br /&gt;
&lt;br /&gt;
UFOs that take a lot of damage beyond their HP total will be destroyed in the air, so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. Fighters and Destroyers will always be destroyed if their HP is reduced to 0 or less (as they never crash land). Harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys: specifically, it is the amount of damage beyond the UFO&#039;s HP total that determines the UFO&#039;s survival chance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance of Destruction =  HP overkill divided by 5&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 550px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Average Chance of Destruction = 1 - 0.5 ^ (WeaponDamage/500)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UFO Shielding===&lt;br /&gt;
&lt;br /&gt;
In the first 3 months of the game, UFOs have special shielding that prevents them from being destroyed. In March, a UFO which received enough kill damage to be destroyed in the air will instead be shot down. In April, only 2 thirds of the UFOs will have this shielding. In May, only 1 third. &lt;br /&gt;
&lt;br /&gt;
Fighters and Destroyers never receive this shielding. In June, all UFOs have stopped receiving Shielding.&lt;br /&gt;
&lt;br /&gt;
==UFO Flight Patterns==&lt;br /&gt;
&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. UFOs at low altitude are likely to be scouting satellites, so they must be dealt with. Unless playing in Ironman, you may want to see if a UFO would land in a place visible to XCOM before deciding to shoot it down (and reload if it does not): while a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid, shoot down, or destroy a UFO type, you can research that craft for a damage and resource bonus against it in the future.&lt;br /&gt;
&lt;br /&gt;
== Formation ==&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat formation position for your interceptors as they launch on a mission:&lt;br /&gt;
* &#039;&#039;&#039;LEAD&#039;&#039;&#039;: +10 hit chance (1.5x hit chance for UFO)&lt;br /&gt;
* &#039;&#039;&#039;MID&#039;&#039;&#039;: no change&lt;br /&gt;
* &#039;&#039;&#039;REAR&#039;&#039;&#039;: -10 hit chance (0.67x hit chance for UFO)&lt;br /&gt;
&lt;br /&gt;
You may not use the aim booster when the active aircraft is in the rear of a formation. You may not use the dodge booster when the active aircraft is in the lead of a formation.&lt;br /&gt;
&lt;br /&gt;
Mathematically and not accounting for interception time, this means that lead is the most efficient formation position when your Interceptor aim is low, while rear is most efficient when your Interceptor aim is high. However, lead formation positions can lead to too much damage and rear formation positions can lead to too little.&lt;br /&gt;
&lt;br /&gt;
== Aircraft Hit Chance ==&lt;br /&gt;
&lt;br /&gt;
The Hit Chance of a XCOM&#039;s aircraft is determined mostly by the aim of the weapon they are using. It can then be modified by their position in the formation, their experience, and the size of their opponent.&lt;br /&gt;
&lt;br /&gt;
*As discussed in the section above, aircraft in the lead of the formation will gain +10 hit chance and aircraft in the rear of the formation will lose 10 hit chance.&lt;br /&gt;
*Experienced aircraft pilots will gain +1 hit chance for each UFO they have killed. There is no limit to this increase. This makes them especially effective using aircraft weapons with low aim.&lt;br /&gt;
*Larger UFOs are (reasonably) easier to hit. As such, XCOM aircraft will find their hit chance increased by 50% and 100% for medium and large UFOs, respectively.&lt;br /&gt;
&lt;br /&gt;
== Interception Time ==&lt;br /&gt;
&lt;br /&gt;
The interception time of a squadron and a UFO is based on their speeds.  &lt;br /&gt;
&lt;br /&gt;
The specific formula is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (Slowest Aircraft Speed / UFO Speed)&lt;br /&gt;
&lt;br /&gt;
Interception time can be modified by:&lt;br /&gt;
*UFO Scanners: +10% interception time&lt;br /&gt;
*Damaged Aircraft: -20% aircraft speed&lt;br /&gt;
*Elerium Afterburners: +5 squardron speed&lt;br /&gt;
*Tracking Booster: +50% squadron speed&lt;br /&gt;
&lt;br /&gt;
An example of a squadron of Interceptors with UFO scanners vs a Scout.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 30s * (25 / 45) * 1.1&lt;br /&gt;
 &#039;&#039;&#039;Interception Time&#039;&#039;&#039; = 18.3s&lt;br /&gt;
&lt;br /&gt;
== The Active Aircraft ==&lt;br /&gt;
&lt;br /&gt;
[[File:LWRActiveAircraft.png|right|500px]]&lt;br /&gt;
&lt;br /&gt;
The active aircraft is chosen randomly from all aircrafts in the lead of the formation. If there are no aircrafts in lead, an aircraft will be randomly select from the mid of the formation. Likewise, if there are no aircrafts in mid, an aircraft will be randomly selected from the rear of the formation.&lt;br /&gt;
&lt;br /&gt;
The active aircraft will take 50% of all shots from the UFO, which makes it the most likely to take damage when there are more than 2 aircraft in a sortie. Support aircraft (non-active aircraft in the squadron) will evenly share the remaining 50% of shots from the UFO.&lt;br /&gt;
&lt;br /&gt;
The active aircraft also dictates which aircraft boosters can be used (an active aircraft in lead restricts the use of dodge boosters and an active aircraft in rear restricts the use of aim boosters).&lt;br /&gt;
&lt;br /&gt;
The active aircraft is also the only aircraft which you can tell to disengage. Supporting aircraft will automatically disengage if their HP has dropped below 25%. The active aircraft will continue to engage until you issue a disengage order. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Note that the disengage order can take a second or two to occur.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;This means UFOs can still destroy aircraft AFTER they have been given an order disengage.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damaged Aircraft==&lt;br /&gt;
&lt;br /&gt;
Damaged aircraft can engage UFOs but will have -20 aim and only 80% of their base speed. The entire sortie will always fly at the speed of the slowest aircraft, so sending in a single damaged aircraft may end up reducing the overall damage of your sortie.&lt;br /&gt;
&lt;br /&gt;
You can speed the repair of aircraft by hiring additional repair crews in the hangar at the cost of 150 credits per crew. This cuts remaining repair time in half, though it cannot go below 1 day.&lt;br /&gt;
&lt;br /&gt;
== Refueling ==&lt;br /&gt;
&lt;br /&gt;
After engaging a UFO, all aircraft will need to refuel. The refuel time is 12 hours which mostly prevents an aircraft from engaging the same UFO more than once.&lt;br /&gt;
&lt;br /&gt;
== Combat Patrols ==&lt;br /&gt;
&lt;br /&gt;
[[File:Combatpatrol.png|right|800px]]&lt;br /&gt;
&lt;br /&gt;
Undamaged interceptors can be sent on &#039;&#039;&#039;Combat Patrols&#039;&#039;&#039;. This will cost 200 credits plus an additional 100 credits for each previous use (due to increased alien resiliency). It will lower continent panic, alien research, and alien resources. Performing a Combat Patrol will raise Alien Aggression by 12.5%. The aircraft sent on combat patrol will return immediately and will have received 10-90% of it&#039;s max HP in damage.&lt;br /&gt;
&lt;br /&gt;
The amount of effect of the Combat Patrol on continent panic reduction, alien research reduction, and alien resource reduction is based on the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Aircraft&#039;&#039;&#039;:&lt;br /&gt;
     Interceptor: 2-4&lt;br /&gt;
     Firestorm: 4-6&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Weapon&#039;&#039;&#039;:&lt;br /&gt;
     Avalanche Missiles: +0&lt;br /&gt;
     Stingray Missiles: +0&lt;br /&gt;
     Phoenix Coilgun: +1&lt;br /&gt;
     Laser Cannon: +1&lt;br /&gt;
     EMP Cannon: +2&lt;br /&gt;
     Plasma Cannon: +3&lt;br /&gt;
     Fusion Lance: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
   &#039;&#039;&#039;Pilot Rank&#039;&#039;&#039;:&lt;br /&gt;
     Rookie: +0&lt;br /&gt;
     Lieutenant: +1&lt;br /&gt;
     Captain: +1&lt;br /&gt;
     Major: +2&lt;br /&gt;
     Colonel: +2&lt;br /&gt;
     Commander: +3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Country Air Forces ==&lt;br /&gt;
&lt;br /&gt;
If you engage a UFO over a country that has some Country Defense (gained by completing council requests for that country) then there is a chance they may aid you in the air battle by sending up one of their own aircraft.&lt;br /&gt;
&lt;br /&gt;
The chance is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance for Country Air Force Aid&#039;&#039;&#039; = Country Defense / 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The strength of the aircraft the country sends up is based upon their Country Defense:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=400px&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Country Defense&#039;&#039;&#039; || &#039;&#039;&#039;Aircraft Upgrade&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 30 || Phoenix Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 60 || EMP Cannon&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &amp;gt;= 90 || Firestorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
&lt;br /&gt;
[[File:LWRAirGame.png|right]]&lt;br /&gt;
&lt;br /&gt;
The damage each aircraft deals when it lands a hit is based upon its weapon and the damage resistance of it&#039;s target.&lt;br /&gt;
&lt;br /&gt;
To aid the player, the average &#039;&#039;&#039;damage per second&#039;&#039;&#039; of your current aircraft (in its selected formation position) against the current UFO will be displayed on any aircraft you select to join a squadron. As well, the &#039;&#039;&#039;aim of your aircraft&#039;&#039;&#039; and the &#039;&#039;&#039;HP of the UFO&#039;&#039;&#039; will be displayed. This allows for quick calculations of the amount of damage you will be dealing during the engagement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Game Damage Calculation Formula:&#039;&#039;&#039;&lt;br /&gt;
*Base Damage = Weapon Damage * (1 - Clamp((DR - Penetration), 0, 0.95)/100)&lt;br /&gt;
*Critical Hit Chance [x1.5 damage] = Penetration/10 - DR/10&lt;br /&gt;
*All damage is randomized between 80-120%&lt;br /&gt;
&lt;br /&gt;
Example of Phoenix Cannon (360 damage, 3s cooldown, 50% penetration, 5% crit, 30 aim) vs Fighter (HP:400, DR:75%):&lt;br /&gt;
 Base Damage = 360 * (1 - Clamp((75 - 50)/100, 0, 0.95))&lt;br /&gt;
 Base Damage = 360 * 0.75&lt;br /&gt;
 Base Damage = 270&lt;br /&gt;
 Critical hit Chance = 50/10 - 75/10 = -2.5 = 0%&lt;br /&gt;
 Base Damage is then randomized between 80% and 120%&lt;br /&gt;
 Rate of Fire = 3s&lt;br /&gt;
 &#039;&#039;&#039;Damage per Second&#039;&#039;&#039; = 270/3 = 90 dps&lt;br /&gt;
&lt;br /&gt;
==UFOs and UFO Weapons==&lt;br /&gt;
&lt;br /&gt;
For information on UFOs click here: &#039;&#039;&#039;[[UFOs (LWR)#Scout|UFOs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For information on UFO Weapons click here: &#039;&#039;&#039;[[UFOs (LWR)#UFO Weapons|UFO Weapons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&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;|Health!!rowspan=&amp;quot;2&amp;quot;|Damage Resistance!!rowspan=&amp;quot;2&amp;quot;|Speed!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!Maintenance&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}||{{Maintenance cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Skyranger.png|128px|link=Air Combat (LWR)#Aircraft|Skyranger]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Skyranger]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Can&#039;t be damaged or destroyed||colspan=&amp;quot;8&amp;quot;|XCOM starts with one, unable to produce more||title=&amp;quot;Cost in Credits&amp;quot;|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Satellite.png|128px|link=Air Combat (LWR)#Aircraft|Satellite]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Satellite]]&#039;&#039;&#039;||colspan=&amp;quot;3&amp;quot;|Increases funding and provides unique bonuses|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Interceptor.png|128px|link=Air Combat (LWR)#Aircraft|Interceptor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Interceptor]]&#039;&#039;&#039;||2000||0%||25|| || ||title=&amp;quot;Cost in Credits&amp;quot;|500|| || || || ||title=&amp;quot;Duration in days&amp;quot;|20&amp;amp;nbsp;days||title=&amp;quot;Cost in Credits&amp;quot;|100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Firestorm.png|128px|link=Air Combat (LWR)#Aircraft|Firestorm]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Aircraft|Firestorm]]&#039;&#039;&#039;||6000||100%||35||[[Research (LWR)#Materials and Aerospace|Alien Propulsion]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|XX&amp;lt;br /&amp;gt;(XX)||X [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computers]]&amp;lt;br /&amp;gt;X [[Alien Artifacts (LWR)#Alien devices|UFO Power Sources]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|80&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(40.0&amp;amp;nbsp;days)||title=&amp;quot;Cost in Credits&amp;quot;|XX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Aircraft Weapons==&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;|Hit chance!!rowspan=&amp;quot;2&amp;quot;|Damage!!rowspan=&amp;quot;2&amp;quot;|Penetration!!rowspan=&amp;quot;2&amp;quot;|Firing&amp;lt;br /&amp;gt;cooldown!!rowspan=&amp;quot;2&amp;quot;|UFO Destruction Chance&amp;lt;Br&amp;gt;1-0.5^(dmg/500)!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Avalanche Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Avalanche Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||160&amp;lt;br /&amp;gt;(80 per second)&amp;lt;br /&amp;gt;(32 dmg/s realised)||0%||2.0s||19%||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:Stingray Missiles Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Stingray Missiles]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|20% / 30% / 40%||800&amp;lt;br /&amp;gt;(73 per second)&amp;lt;br /&amp;gt;(22 dmg/s realised)||75%||11.0s||67%||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:Phoenix Coilgun Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|20% / 30% / 40%||360&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(36 dmg/s realised)||50%||3.0s||39%||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.5&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Phoenix Coilgun]]&#039;&#039;&#039;|| || ||&#039;&#039;100%&#039;&#039;|| || ||[[Foundry (LWR)#Aerospace Improvements|Phoenix Coilguns (Foundry)]]|| || || || || || || ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Laser Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|35% / 45% / 55%||300&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(54 dmg/s realised)||0%||2.5s||34%||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||64&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Pulse Cannon]]&#039;&#039;&#039;|| ||&#039;&#039;450&amp;lt;br /&amp;gt;(180 per second)&amp;lt;br /&amp;gt;(81 dmg/s realised)&#039;&#039;|| || ||&#039;&#039;46%&#039;&#039;||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors (Foundry)]]|| || || || || || || ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:EMP Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|EMP Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|30% / 40% / 50%||420&amp;lt;br /&amp;gt;(120 per second)&amp;lt;br /&amp;gt;(48dmg/s realised)||150%||3.5s||44%||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|800&amp;lt;br /&amp;gt;(1200)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)|| XX ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)||230&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Cannon Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Plasma Cannon]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|10% / 20% / 30%||1500&amp;lt;br /&amp;gt;(750 per second)&amp;lt;br /&amp;gt;(150 dmg/s realised)||100%||2.0s||87%||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1200&amp;lt;br /&amp;gt;(1800)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|55&amp;lt;br /&amp;gt;(82)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)|| XX ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(16.6&amp;amp;nbsp;days)||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fusion Lance Long War.png|128px|link=Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Interceptor Weapons|Fusion Lance]]&#039;&#039;&#039;||title=&amp;quot;Rear / Mid / Lead &amp;quot;|5% / 15% / 25%||5000&amp;lt;br /&amp;gt;(1667 per second)&amp;lt;br /&amp;gt;(250 dmg/s realised)||150%||3.0s||99%||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||120||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1800&amp;lt;br /&amp;gt;(2700)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|xx&amp;lt;br /&amp;gt;(xx)||1 [[Alien Artifacts (LWR)#Alien devices|Fusion Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|49&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(24.5&amp;amp;nbsp;days)||320&lt;br /&gt;
|}&lt;br /&gt;
 Note: EMP Cannons increase the chance to retrieve artifacts from shot down UFOs by 50% if they are responsible for the fatal hit (see [[UFOs_(LWR)#UFO_Equipment|UFO Equipment]])&lt;br /&gt;
&lt;br /&gt;
==Boosters==&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; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&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)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:UFO Tracking Long War.png|128px|link=Air Combat (LWR)#Modules|Aim Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Aim Booster]]&#039;&#039;&#039;||Automatically hits the next two attacks||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||12||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||12 [[Alien Artifacts (LWR)#Aliens|Floater Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Defense Matrix Long War.png|128px|link=Air Combat (LWR)#Modules|Dodge Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Dodge Booster]]&#039;&#039;&#039;||Dodges the next two incoming attacks||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||2 [[Alien Artifacts (LWR)#Aliens|Cyberdisc Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Uplink Targeting Long War.png|128px|link=Air Combat (LWR)#Tracking Booster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Air Combat (LWR)#Modules|Tracking Booster]]&#039;&#039;&#039;||Increases the squadron speed by 50%||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#Aerospace Improvements|Aircraft Boosters]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||8 [[Alien Artifacts (LWR)#Aliens|Drone Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Foundry (LWR)#Aerospace Improvements|Aerospace Improvements]]&lt;br /&gt;
* [[Hangar (LWR)|Hangar]]&lt;br /&gt;
* [[UFOs (LWR)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=98654</id>
		<title>UFOs (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=98654"/>
		<updated>2020-11-21T15:15:39Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Clarify that the Fighter and Destroyer salvaging is not an XCOM mission&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;
== Detecting UFOs ==&lt;br /&gt;
&lt;br /&gt;
Each satellite in a country will detect all UFOs that enter that country. &lt;br /&gt;
&lt;br /&gt;
UFOs above countries without satellite coverage can still be detected by XCOM aircraft positioned in the continent which contains that country. The chance of an aircraft detecting a UFO in a country without a satellite is 7% per aircraft (can be increased to 14% per aircraft with the UFO Tracking foundry project). With a maximum of 6 aircraft per continent this chance maxes out at 42% (or 84% with UFO Tracking).&lt;br /&gt;
&lt;br /&gt;
== UFO Equipment ==&lt;br /&gt;
&lt;br /&gt;
Crashed UFOs will have some their equipment damaged. This is represented by a flat black scar left where the equipment used to be. As well, explosives and other environmental damage can destroy UFO equipment that was not damaged in the crash. Landed UFOs will start the mission with all their UFO equipment intact, but it can still be damaged during the tactical battle.&lt;br /&gt;
&lt;br /&gt;
The chance for each artifact to remain intact is 20-50%:&lt;br /&gt;
*UFO Power Source Cylinder: 20%&lt;br /&gt;
*Stasis Capsule: 30%&lt;br /&gt;
*Alien Surgery: 30%&lt;br /&gt;
*UFO Computer: 50%&lt;br /&gt;
*Alien Food and Entertainment: 50%&lt;br /&gt;
 If the UFO is shot down and the final hit was from an EMP Cannon, all chances for artifacts to remain intact are additively increased by 50% (to 70-100%).&lt;br /&gt;
&lt;br /&gt;
Each Power Source &#039;&#039;&#039;Cylinder&#039;&#039;&#039; on a UFO contains multiple (1-3) &#039;&#039;&#039;UFO Power Sources&#039;&#039;&#039;. So you may acquire up to 3 from a Scout and up to 12 from a Battleship. All other UFO equipment is acquired on a 1:1 basis from what you see on the tactical map. Damaging a Power Source Cylinder will damage all (1-3) of the UFO Power Sources inside. Each intact UFO Power Source Cylinder also yields 40 elerium (modified by difficulty).&lt;br /&gt;
&lt;br /&gt;
[[File:UFOPowerSourceCylinder.png|200px]]&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 (800 + 50%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1-3x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Research, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-16, +2/4/6 aliens on Classic/Brutal/Impossible, a command pod of 1 outsider (before May) / 2 outsiders (after April)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troop Level Boost&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These will likely be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmored and lightly armed, but fast moving, meaning that the interception window is smaller. Although they give less in terms of alloys and elerium, they offer a great opportunity to train up rookie soldiers and get alien captures. The scouts gain a lot of health each alien level up so they can become quite durable in the later game.&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:146px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 6):&#039;&#039;&#039; Moderate (2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (400 + 50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (75% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1-3x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: Will never land or be shot down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and can be recognized by a purple strobe emanating from their blip. They have much less health but are armored. This makes &#039;&#039;Stingray Missiles&#039;&#039; the optimal choice in the early months. A Fighter in high orbit will be targeting your satellites, so aggressively engage it with [[Air Combat (Long War)#Interceptor Weapons|Stingrays]] or [[Air Combat (Long War)#Interceptor 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 (4000 + 20%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0% DR)&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;: 2-6x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Research, Harvest, Hunt&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-19, +2/4/6 aliens on Classic/Brutal/Impossible, +1 command pod of 3-4 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs may start appearing during the latter half of the first month. 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 (Long War)#Interceptor Weapons|Avalanche]] and [[Air Combat (Long War)#Interceptor Weapons|Stingray]] Missiles work effectively against this UFO, though Stingrays are more variable and deal less damage. Raiders are a good way to gather Alloys and Elerium.&lt;br /&gt;
&lt;br /&gt;
Medium UFOs will have onboard aliens that are 2 levels higher than the player normally encounters. As well, alien leaders will be 1 level higher than normal. Expect more difficult aliens on these missions.&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 5):&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (1500 +20%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (75% DR)&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;: 4-12x UFO Power Sources, 4x UFO Flight Computers&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 during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is armored, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or EMP Cannon should be used if available. Interceptor Upgrade Projects are useful to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be destroyed for alien materials to be salvaged by the military forces of the affected country, resulting in an award to XCOM, too.&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (4000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (125% DR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4-12x 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;: 1 Ethereal, 1 Sectopod + 1 Drone, 2x4 Muton Elites, 3 Outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Overseer is difficult to take down and will likely require multiple interceptors with EMPs or stronger. Firestorms are recommended due to the high damage output.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. &lt;br /&gt;
&lt;br /&gt;
Overseers never land and cannot be destroyed in air combat (they will always be shot down instead).&lt;br /&gt;
&lt;br /&gt;
==Large UFOs==&lt;br /&gt;
===Abductor===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (12000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (225% DR)&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;: 2-6x 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;: 10-18, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country. They are almost impossible to take down due to their incredible armor.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on [[Alien Missions (Long War)#Bomb|bombing runs]] over cities. Abductors are almost exclusively used for either Abduction or Research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the Abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so you may not have time to send two sorties.&lt;br /&gt;
&lt;br /&gt;
===Harvester===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (8000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (100% DR)&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;: 2-6x 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;: Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-18, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly and be very difficult to take down. You&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain a lot resources, as well as disrupt alien research, slowing down alien level ups.&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (14000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (150% DR)&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;: 4-12x 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;: 11-20, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This UFO is a tough ship to take down. It has even heavier armor than the Harvester. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, 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; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (10000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (125% DR)&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;: 4-12x 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;: 11-20, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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 (Long War)#Assault Carrier|Assault Carrier]]. Terror Ships that land, on the other hand, are doing [[Alien Missions (Long War)#Research|Research]] missions, and can be assaulted for their valuable rewards.&lt;br /&gt;
&lt;br /&gt;
==Very Large UFOs==&lt;br /&gt;
===Battleship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Extremely High (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (20000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (175% DR)&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;: 4-12x 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;: Scout, Hunt, Bomb, Infiltrate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-22, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 6-7 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored and packed to the teeth with weaponry. They sometimes spawn as lead guards for Terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max Foundry upgrades and modules. Once you&#039;ve downed one, you can use the [[Alien Artifacts (Long War)#Alien devices|Fusion Cores]] to build [[Air Combat (Long War)#Interceptor Weapons|Fusion Lances]] to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down Battleships.&lt;br /&gt;
&lt;br /&gt;
The aliens on these ships are high level and will have some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
===Assault Carrier===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 11):&#039;&#039;&#039; Very High (2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (20000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (200% DR)&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;: 4-12x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Terrorize, Retaliate, Research&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-22, +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 6-7 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower but more durability. Engage it as you would a Battleship.&lt;br /&gt;
&lt;br /&gt;
Just like the Battleship, the aliens aboard are high level and you should expect to face some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
==UFO Weapons==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Weapon &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Hit Chance (%)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Fire Rate (s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Potential (dmg/s)&lt;br /&gt;
! width=&amp;quot;16%&amp;quot; | Average Realized (dmg/s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Penetration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 40 || 1.0 || 350 || 350 || 140 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 40 || 2.0 || 1500 || 750 || 300 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance || 50 || 3.0 || 5000 || 1667 || 833 || 150&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>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Indicators_(LWR)&amp;diff=98653</id>
		<title>Indicators (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Indicators_(LWR)&amp;diff=98653"/>
		<updated>2020-11-21T14:36:46Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: /* Base HP and Action Point Indicators */ Add link&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;
Various indicators occur in Long War Rebalanced to help a player understand some of the underlying mechanics of the tactical gameplay.&lt;br /&gt;
&lt;br /&gt;
== Cover Shield ==&lt;br /&gt;
&lt;br /&gt;
The cover shield will vary between full (full cover), half filled (partial cover), and empty (no cover). It will also vary between teal (no flank) and yellow (flanked).&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 10px;&amp;quot; | Shield Type&lt;br /&gt;
! Cover Status&lt;br /&gt;
|- &lt;br /&gt;
|| Full&lt;br /&gt;
|| Full Cover (+50 Defense, +50% DR)&lt;br /&gt;
|- &lt;br /&gt;
|| Half Full&lt;br /&gt;
|| Partial Cover (+30 Defense, +30% DR)&amp;lt;br&amp;gt;Flying (+30 Defense)&lt;br /&gt;
|- &lt;br /&gt;
|| Absent&lt;br /&gt;
|| No Cover&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 10px;&amp;quot; | Shield Color&lt;br /&gt;
! Cover Status&lt;br /&gt;
|- &lt;br /&gt;
|| Teal&lt;br /&gt;
|| Not Flanked&lt;br /&gt;
|- &lt;br /&gt;
|| Yellow&lt;br /&gt;
|| Flanked&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Targets in Sight ==&lt;br /&gt;
&lt;br /&gt;
The HUD icons for aliens in sight will now reveal who is overwatching the unit you have selected by displaying a target icon [[File:overwatchicon.png|border]] beside their alien head in the bottom right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
The alien head HUD icons for aliens in sight will change based on the enemy type:&lt;br /&gt;
* Landed Biologic = Red&lt;br /&gt;
* Flying Biologic = Blue&lt;br /&gt;
* Landed Mechanical = Grey&lt;br /&gt;
* Flying Mechanical = Bluish Grey&lt;br /&gt;
* Alien Leader = Longer&lt;br /&gt;
* At Squadsight = Transparent&lt;br /&gt;
&lt;br /&gt;
== Overwatch Indicators ==&lt;br /&gt;
&lt;br /&gt;
When one of your units goes on OW, you can figure out which enemies that unit is overwatching by reclicking on the unit. Green arrows will indicate which enemies are currently being overwatched by the selected unit: [[File:OWindicators3.png]]&lt;br /&gt;
&lt;br /&gt;
== HUD Ability Icons ==&lt;br /&gt;
&lt;br /&gt;
Ability icons on the Ability HUD in the tactical game will have different colors based on how many APs they consume upon use. They can be teal (2 AP), green (1 AP), purple (0 AP), grey (no use during XCOM scamper), faded out (out of ammo or charges), and yellow (boosted).&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 10px;&amp;quot; | HUD Ability Color&lt;br /&gt;
! Effect&lt;br /&gt;
|- &lt;br /&gt;
|| Teal&lt;br /&gt;
|| 2 AP&lt;br /&gt;
|- &lt;br /&gt;
|| Green&lt;br /&gt;
|| 1 AP&lt;br /&gt;
|- &lt;br /&gt;
|| Purple&lt;br /&gt;
|| 0 AP (free)&lt;br /&gt;
|- &lt;br /&gt;
|| Red or Absent&lt;br /&gt;
|| Not Useable or XCOM Scamper&lt;br /&gt;
|- &lt;br /&gt;
|| Faded Out&lt;br /&gt;
|| Out of Ammo/Charges or Cooling Down&lt;br /&gt;
|- &lt;br /&gt;
|| Yellow&lt;br /&gt;
|| Boosted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:HUDability.png]]&lt;br /&gt;
&lt;br /&gt;
In the above example this soldier has the following abilities: Standard Shot (1 AP), Overwatch (Boosted), Alien Grenade (2 AP - 1 Charge), and Flight Mode (0 AP).&lt;br /&gt;
&lt;br /&gt;
== Range Indicators ==&lt;br /&gt;
&lt;br /&gt;
Close Combat Specialist, Close Encounters, Stun Rifle, Repair, Medikits, and Lone Wolf all have range indicators that appears as circles around either the unit or the targets of the ability. The range indicators may be centered on potential targets (e.g. Close Encounters) or the unit itself (e.g. Lone Wolf).&lt;br /&gt;
&lt;br /&gt;
== Blue/Red Eye ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1250px;&amp;quot;&amp;gt;&lt;br /&gt;
Aliens and XCOM will have a blue eye icon above their pawn if they can see the current location of your cursor.  In the example below, moving the soldier outside the UFO up the ramp would still put him in vision of 2 of the aliens determined by the aliens that have a blue eye over their pawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 10px;&amp;quot;&amp;gt;[[File:blueeyeexample.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aliens and XCOM will have a red eye icon above their pawn if they are on overwatch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span&amp;gt;*&amp;amp;nbsp;&amp;lt;/span&amp;gt;A blinking red/blue icon means both: the unit can see where you cursor is highlighting and the unit is on overwatch.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Base HP and Action Point Indicators ==&lt;br /&gt;
&lt;br /&gt;
The Base HP color of your units can vary but are always colored. The Armor HP of your units is always white.&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 15px;&amp;quot; | XCOM Base HP Color&lt;br /&gt;
! Status&lt;br /&gt;
|- &lt;br /&gt;
|| Green&lt;br /&gt;
|| Turn Available&lt;br /&gt;
|- &lt;br /&gt;
|| Light Green&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Turn Available and Combat Readiness Active&lt;br /&gt;
|- &lt;br /&gt;
|| Pink&lt;br /&gt;
|| Turn Complete&lt;br /&gt;
|- &lt;br /&gt;
|| Light Pink&lt;br /&gt;
|| Turn Complete and Combat Readiness Active&lt;br /&gt;
|- &lt;br /&gt;
|| Grey&lt;br /&gt;
|| Hunkered Down&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Action_Points(LWR)|Action Point (AP)]] indicators on your characters are the 2 rectangular arrows below your soldier&#039;s HP.&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 15px;&amp;quot; | AP Indicator Color&lt;br /&gt;
! Status&lt;br /&gt;
|- &lt;br /&gt;
|| Teal&lt;br /&gt;
|| 2 Action Points&lt;br /&gt;
|- &lt;br /&gt;
|| Yellow&lt;br /&gt;
|| 1 Action Point&lt;br /&gt;
|- &lt;br /&gt;
|| Orange&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Danger of Triggering Reaction Fire&lt;br /&gt;
|- &lt;br /&gt;
|| Red&lt;br /&gt;
|| Enraged&lt;br /&gt;
|- &lt;br /&gt;
|| White&lt;br /&gt;
|| XCOM Scamper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that AP Indicators will turn orange even if units that can fire a reaction shot at you are undetectable (examples: an out of vision muton with squadsight on overwatch or a cloaked seeker on overwatch). This represents your soldier&#039;s ability to &#039;sense&#039; someone targeting them and prevents the frustration situations of eating reaction shots that you did not know were even there.&lt;br /&gt;
&lt;br /&gt;
In the example below, this soldier is currently in danger of triggering a reaction shot if they act or move determined by the orange color of their AP indicators. They also have light green Base HP indicating that combat readiness is active on them.&lt;br /&gt;
&lt;br /&gt;
[[File:orangeAPpip.png]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=98652</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=98652"/>
		<updated>2020-11-21T14:32:21Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Separate the subsection about pod behaviour, in preparation of overhaul&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File:LWRthinman.png|right|500px]]&lt;br /&gt;
==Alien Pods==&lt;br /&gt;
&lt;br /&gt;
===Pod Composition===&lt;br /&gt;
Pods are typically comprised of one &#039;&#039;&#039;Squad Leader&#039;&#039;&#039; (often possessed with noticeably more stats and perks) &amp;amp; several regular troopers whose type is related to the leader and who have a chance to receive various upgrades dependent upon [[Alien_Level_(LWR)|Alien Level]]. Later in the game, bosses with noticeably larger models and massive HP pools make an appearance in missions.&lt;br /&gt;
&lt;br /&gt;
Pod composition is dependent upon the leader, with leaders tending to contain supporting troopers of the same or lesser type. For instance, [[Alien_Life_Forms_(LWR)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]], whose [[Abilities_List_(LWR)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful Psi Shield, while [[Alien_Life_Forms_(LWR)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(LWR)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(LWR)#ThinMan|Thinmen]] or [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]] only contain units of the same type as the leader. The quantity of aliens in a pod is dependent upon overall [[Alien_Level_(LWR)|Alien Level]] as well as the total number of aliens on mission; pods are rolled randomly and random numbers of aliens are added to said pods until all available units have been assigned. The number of aliens on missions is slightly influenced by [[Alien_Resources_(LWR)|Alien Resources]].&lt;br /&gt;
&lt;br /&gt;
===Pod Behaviour===&lt;br /&gt;
&lt;br /&gt;
While members of a given pod do not coordinate among themselves any better than disparate aliens from different pods will, there is one significant mechanic which is pod-dependent: &#039;&#039;&#039;retreat mode&#039;&#039;&#039;. If a large portion of aliens of a given pod are destroyed (usually all but 1-3, depending on the original size), the surviving members of the pod will begin to fall back, retreating out of sight of XCOM and toward good cover or other, unactivated pods. The aliens will remain in retreat mode until they enter back into vision of XCOM again, though destroying more units from the pod is sufficient to resume the retreat. Aliens entering into retreat mode will be identified by visual and auditory cues; the camera will pan toward the alien shouting or talking, and one of your soldiers will mention that they&#039;re falling back.&lt;br /&gt;
&lt;br /&gt;
Conversely, if XCOM is pushed back by the aliens, they&#039;ll call for reinforcements to hunt them down. In general, if active aliens exist on the map, aren&#039;t in retreat mode, and none of them has any XCOM operatives in sight range at the end of the aliens turn, they&#039;ll call all unactivated pods on the map (aside from the Command Pod, if any) to help them hunt down XCOM. Each unactivated pod will begin moving toward XCOMs current location inexorably, and short of retreating or being wiped out the only escape is to defeat all such enemies.&lt;br /&gt;
&lt;br /&gt;
===Pod Size &amp;amp; Distribution===&lt;br /&gt;
&lt;br /&gt;
Pods have a number of aliens that are directly dependent upon current [[Alien_Level_(LWR)|Alien Level]]:&lt;br /&gt;
&lt;br /&gt;
* Small (Alien Level 1+): 2-4 aliens per pod&lt;br /&gt;
* Medium (Alien Level 3+): 3-6 aliens per pod&lt;br /&gt;
* Large (Alien Level 6+): 4-8 aliens per pod&lt;br /&gt;
&lt;br /&gt;
While increases in pod sizes do not necessarily lead to more aliens on missions, extra aliens rolled that can&#039;t fit into any available pod are discarded. This has the largest effect during early Large UFOs, which typically call for way more aliens than can fit in their Small Pods. To partially compensate, missions taking place while pod sizes are small typically get an extra pod or two to work with. Larger pod sizes &#039;&#039;typically&#039;&#039; means the same amount of aliens overall, just compacted into less pods.&lt;br /&gt;
&lt;br /&gt;
The number of aliens on every mission is restricted to between 3 x Num_pods to 8 x Num_pods, and a minimum of 6 aliens.&lt;br /&gt;
&lt;br /&gt;
===Pod Types===&lt;br /&gt;
&lt;br /&gt;
Pods come in three basic types: Soldier Pods, Terror Pods, and Command Pods. Soldier pods pull from a pool of most aliens and comprise the vast majority of pods encountered on all missions; Terror Pods pull from a slightly different pool. Command Pods only appear in UFOs and have relatively rigid compositions. Lastly, for [[Covert_Operations_(LWR)|Covert Operations]], Exalt have special mechanics which govern the quantity and size of their pods. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldier&#039;&#039;&#039; Pods: Soldier Pods are the most common type of pod, appearing as the majority pod type in every mission except [[Missions_(LWR)#Terror_Site|Terror Sites]] &amp;amp; [[Covert_Operations_(LWR)|Covert Operations]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terror&#039;&#039;&#039; Pods: Terror pods are a special type of pod that only appear in [[Missions_(LWR)#Terror_Site|Terror Sites]], [[UFOs_(LWR)#Large_UFOs|Large UFOs]], [[Missions_(LWR)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(LWR)#Retaliate|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens and are the only pod which contains Chryssalids. Exalt also make an appearance in later months.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command&#039;&#039;&#039; Pods: UFOs additionally have a special pod called the Command Pod which contains a fixed number of aliens based on UFO type. They consist entirely of [[Alien_Life_Forms_(LWR)#Outsider|Outsiders]]. Larger UFOs can contain multiple Command Pods. Be warned: if a Command Pod spots XCOM and activates, it will immediately call all remaining alien forces on the map to its current location; this makes an early engagement against the command pod a risky affair.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EXALT&#039;&#039;&#039; Pods: While EXALT have a chance of appearing in Terror Pods, they appear most often in [[Covert_Operations_(LWR)|Covert Operations]]. All covert operations include drop ins of lone EXALT operatives who may or may not appear in cover and may or may not overwatch (Note: On Normal and Classic difficulty they will never overwatch).&lt;br /&gt;
&lt;br /&gt;
==Alien Appearances==&lt;br /&gt;
&lt;br /&gt;
Each pod created in the game has a chance to consist of different alien types. This changes the higher the Alien Level is (based on accumulated alien research). Below are the Alien Appearance Tables that describes the chance each alien has of appearing at each Alien Level.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Alien Appearance Weightings&#039;&#039;&#039; table, the number in brackets beside each alien type is their relative weighting.  As an example, at Alien Level 3, the chance a pod will be a seeker pod is: (9 + 1) / (10 + 3 + 1 + 1 + 9 + 9 + 1 + 1 + 14 + 9 + 1) = 10 / 59 = 0.169. So each pod will have a ~17% chance of being a seeker pod at Alien Level 3. You can see all the calculated appearance chances in the &#039;&#039;&#039;Alien Appearance Chances&#039;&#039;&#039; table.&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Weightings===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #fff; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Weightings&lt;br /&gt;
|-  &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Cumulative Weighting&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Relative Weighting)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 1&#039;&#039;&#039; || 15 || Sectoid (10) || Drone (3) || Thinman (1) || Floater (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 2&#039;&#039;&#039; || 35 || Floater (9) || Thinman (9) || Muton (1) || Seeker (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 3&#039;&#039;&#039; || 59 || Muton (14) || Seeker (9) || Cyberdisc (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 4&#039;&#039;&#039; || 75 || Cyberdisc (14) || Mecthoid (1) || Berserker (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 5&#039;&#039;&#039; || 105 || Mechtoid (14) || Berserker (14) || Sectoid Commander (2)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 6&#039;&#039;&#039; || 137 || Sectoid Commander (28) || Heavy Floater (2) || Muton Elite (2)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 7&#039;&#039;&#039; || 216 || Muton Elite (38) || Heavy Floater (38) || Sectopod (3)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 8&#039;&#039;&#039; || 276 || Sectopod (57) || Ethereal (3)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 9&#039;&#039;&#039; || 303 || Ethereal (27)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 10&#039;&#039;&#039; || 333 ||Ethereal (30)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Chances===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;17&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Chances&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Chance to Appear) -- rounded to nearest percentage&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 1&lt;br /&gt;
| &#039;&#039;&#039;Sectoid&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 67%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Drone&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 2&lt;br /&gt;
| Sectoid / &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 29%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039; / &#039;&#039;&#039;Seeker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 3&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 24%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seeker&#039;&#039;&#039; / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 17%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 4&lt;br /&gt;
| &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039; / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thiman / Floater &lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 4%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 5&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039; / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 6&lt;br /&gt;
| &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 22%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; / &#039;&#039;&#039;Muton Elite&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 7&lt;br /&gt;
| &#039;&#039;&#039;Muton Elite&#039;&#039;&#039; / &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 18%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 8&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 22%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 4%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 9&lt;br /&gt;
| Sectopod&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 13%&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 10&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039; / Sectopod&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 18%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Muton Elite / Heavy Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 12%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leaders and Leader Levels ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;percent chance for an Alien Leader&#039;&#039;&#039; to appear in each pod is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 480px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Percent chance for Alien Leader&#039;&#039;&#039;: 25 + 5 x &#039;&#039;&#039;Alien level&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 725px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;Certain scripted missions will dictate alien leader chances outside of this formula.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The formula to determine &#039;&#039;&#039;Leader Level&#039;&#039;&#039; is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Leader Level&#039;&#039;&#039; = Clamp(1 + Rand(&#039;&#039;&#039;Alien Level&#039;&#039;&#039; / 2) + UFO Size Bonus + Alien Aggression Bonus, 1, 8)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 970px;&amp;quot;&amp;gt;&lt;br /&gt;
 After determining leader level there is a 10% chance to gain +1 level which could produce a leader level of 9 (max).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 650px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;Certain scripted missions will dictate alien levels outside of this formula&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UFO Size Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Medium: +1 leader level&lt;br /&gt;
*Large: +2 leader levels&lt;br /&gt;
*Extra Large: +3 leader levels&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Aggression Bonus:&#039;&#039;&#039;&lt;br /&gt;
*75+%: +1 leader level&lt;br /&gt;
*100%: +2 leader levels&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Aliens leaders have purple HP and are identified in the HUD by a special icon. Max level alien leaders have gold HP.&lt;br /&gt;
&lt;br /&gt;
==Alien Types==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psionic Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance.&lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown. &lt;br /&gt;
&lt;br /&gt;
Sectoid squad leaders get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to double their damage output. This makes them significantly more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=5 | base-damage=3 | base-aim=40 | base-will=30 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.3 | boost-hp=+2 | boost-damage=+0.5 | boost-aim=+4 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+1.2 | final-hp=+2 | final-damage=+2 | final-aim=+16 | final-will=+40 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Sectoid Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Sectoid Executioner | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Sectoid Shadow | rank3-level=6 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+5 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+70 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks (especially the early leader Assault Drones).&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant light cover from flying with damage reduction and ability to mutually repair can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=6.2 |base-hp=2 | base-damage=3 | base-aim=60 | base-will=0 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Master Mechanic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Master Mechanic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+1 | boost-damage=+1 | boost-aim=+3 | boost-will=0 | boost-defense=0 | boost-dr=+0.2 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+1 | final-damage=+4 | final-aim=+12 | final-will=0 | final-defense=0| final-dr=+0.2 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+3 | rank2-hp=+5 | rank2-aim=+10 | rank2-will=0 &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+5 | rank3-hp=+20 | rank3-aim=+25 | rank3-will=0 &lt;br /&gt;
|rank4-name=Omega Drone | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+55 | rank4-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thinman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thinmen&#039;&#039;&#039; have high mobility, mediocre aim, and low will. The can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a corrosion effect that lowers aim and mobility by 20%, removes flat DR, and prevents passive healing for the remainder of the battle. &lt;br /&gt;
&lt;br /&gt;
Thinmen also have the &#039;&#039;Snapshot&#039;&#039; ability, making overwatch ineffective against their shots. While overwatch is still effective against them if they move, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Council missions tend to have disproportionally high numbers of thinmen -- it is advised to bring ample medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Weapon Fragment&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.7|base-hp=6 | base-damage=6 | base-aim=60 | base-will=35 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_LEAP.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Leap|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+6 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+3 | final-damage=+4 | final-aim=+24 | final-will=+10 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Thin Man Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+4 | rank1-aim=+10 | rank1-will=+12 &lt;br /&gt;
| rank2-name=Whisper | rank2-level=3 | rank2-damage=+3 | rank2-hp=+8 | rank2-aim=+20 | rank2-will=+27 &lt;br /&gt;
| rank3-name=Sidewinder | rank3-level=6 | rank3-damage=+5 | rank3-hp=+18 | rank3-aim=+30 | rank3-will=+42 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+7 | rank4-hp=+28 | rank4-aim=+50 | rank4-will=+52 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shadowstep|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shadowstep&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Mimetic Skin Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Concealment|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Concealment&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Urban Combat Badge 2 (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sharpshooter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; ability, granting them +15 defense while in flight or in cover. This makes them quite elusive. They also get +20 bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=7 | base-damage=6 | base-aim=60 | base-will=15 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+3 | boost-damage=+1 | boost-aim=+4 | boost-will=+6 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+3 | final-damage=+4 | final-aim=+16 | final-will=+24 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Floater Sentry | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+18 &lt;br /&gt;
| rank3-name=Floater Reaver | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=+28&lt;br /&gt;
| rank4-name=Reaver Lord | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+60 | rank4-will=+38 &lt;br /&gt;
| rank1-perks=[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]], [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank2-perks=[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Rapid Reaction|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Rapid Reaction&amp;lt;/span&amp;gt;]], [[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]], [[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank3-perks=[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]], [[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]], [[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]], [[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank4-perks=[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]], [[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have the [[Abilities_List_(LWR)#Close_Combat_Specialist|Close Combat Specialist]] perk, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will be much more common, sometimes appearing in large groups. They will occasionally patrol and are not always found in the command room.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=6.2 |base-hp=8 | base-damage=5 | base-aim=55 | base-will=50 | base-defense=0 | base-dr=1&amp;lt;br&amp;gt;+2 Regen | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Defenders Medal 2 (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Growth|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Growth&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Muscle Fiber Density|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Muscle Fiber Density&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:BATTLEFATIGUE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Adaptive Bone Marrow&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Neural Damping Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Neural Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Neural Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER_DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+2 | boost-aim=+8 | boost-will=+110 | boost-defense=0| boost-dr=+0.5&amp;lt;br&amp;gt;+1 Regen | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+3 | final-damage=+8 | final-aim=+32 | final-will=+440 | final-defense=0| final-dr=+0.5&amp;lt;br&amp;gt;+4 Regen | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Outsider Navigator | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+20 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Outsider Engineer | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+30 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Outsider Old Guard | rank3-level=5 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+40 | rank3-will=+30 &lt;br /&gt;
|rank4-name=Outsider Pioneer | rank4-level=7 | rank4-damage=+4 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+40 &lt;br /&gt;
|rank5-name=Outsider Champion | rank5-level=9 | rank5-damage=+5 | rank5-hp=+40 | rank5-aim=+60 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive_Bone_Marrow_Gene_Mod_(EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Brawler|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Brawler&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank5-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also deal significant damage and will corrode any unit they hit, meaning you should attempt to kill them before they can get too close.&lt;br /&gt;
&lt;br /&gt;
Explosives remain an effective counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and are difficult to hit with most weapons. Similarly, Concussion Grenades can debilitate a whole group of Chryssalids by reducing their mobility -- this means they won&#039;t be able to move and attack any units on the next turn if there are no units close to them. Chryssalids are immune to acid, so Acid Grenades won&#039;t reduce their mobility. A &#039;&#039;Close Combat&#039;&#039; Assault can frequently finish off weakened Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the &#039;&#039;Jellied Elerium&#039;&#039; upgrade) it can cause the Chryssalids to panic, and they may then run away from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=13.7 |base-hp=4 | base-damage=6 | base-aim=0 | base-will=20 | base-defense=30 | base-dr=0.5 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY STUN.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Stun Immune|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Stun Immune&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_LEAP.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Leap|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.8 | boost-hp=+4 | boost-damage=+3 | boost-aim=0 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+7.5 | final-hp=+4 | final-damage=+12 | final-aim=0 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Chryssalid Charger | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+5 &lt;br /&gt;
|rank2-name=Chryssalid Warrior | rank2-level=3 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=0 | rank2-will=+35 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+8 | rank3-hp=+15 | rank3-aim=0 | rank3-will=+45 &lt;br /&gt;
|rank4-name=Greater Hive Queen | rank4-level=9 | rank4-damage=+11 | rank4-hp=+35 | rank4-aim=0 | rank4-will=+65 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shadowstep|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shadowstep&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shock-Absorbent Armor&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
They also will corrode any unit they hit, making their melee attacks even more dangerous.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=12 | base-damage=5 | base-aim=0 | base-will=0 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY STUN.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Stun Immune|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Stun Immune&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+5 | boost-damage=+2 | boost-aim=0 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+5 | final-damage=+8 | final-aim=0 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and gaining +2 DR when strangling. Each turn the incapacitated units that are being strangled will be shredded and take over half their remaining health in direct damage. It is advised to try to kill them before they strangle as it can be difficult to remove them when strangling due to their increased resiliency.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners and the Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible Seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Alloy&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=6 | base-damage=3 | base-aim=50 | base-will=0 | base-defense=0 | base-dr=1 (3 when strangling) | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=4, 6, 8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+3 | boost-damage=+1 | boost-aim=+2 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+4 | final-damage=+4 | final-aim=+8 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=0 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+1 | rank2-hp=+14 | rank2-aim=+18 | rank2-will=0 &lt;br /&gt;
|rank3-name=Battle Wraith | rank3-level=6 | rank3-damage=+2 | rank3-hp=+24 | rank3-aim=+26 | rank3-will=0 &lt;br /&gt;
|rank4-name=Hydra | rank4-level=9 | rank4-damage=+3 | rank4-hp=+34 | rank4-aim=+46 | rank4-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSEPERSONAL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Encounters|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Encounters&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR when protected by cover. They start with Alien Carbines and later upgrade to Alien Rifles. &lt;br /&gt;
&lt;br /&gt;
Muton leaders have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them defense and crit resistance against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies in range, including double mobility. This can catch an unwary player off guard as a Muton moves many tiles to flank one of their soldiers.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or even retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Weapon Fragment&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=10 | base-damage=6 (upgrade: 8) | base-aim=60 | base-will=10 | base-defense=0 | base-dr=0.5 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT KILLERINSTINCT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tenacious Defense|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tenacious Defense&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=4, 6, 8, 10, 12, 14 | boost-mobility=0 | boost-hp=+4 | boost-damage=+1 | boost-aim=+5 | boost-will=+6 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+4 | final-aim=+20 | final-will=+24 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Muton Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+20 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Muton Sentry | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+25 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Muton Centurion | rank3-level=6 | rank3-damage=+4 | rank3-hp=+30 | rank3-aim=+35 | rank3-will=+40 &lt;br /&gt;
|rank4-name=Sargon | rank4-level=9 | rank4-damage=+6 | rank4-hp=+35 | rank4-aim=+60 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage. They can transform between open and closed states: their open state is required to act and their closed state will grant them hardened and +6 DR. If they take damage in their open state, they will automatically close. However, they must open in order to act. Thus, they are best dealt with through high damage single attacks (e.g. a Mayhem sniper) when open. &lt;br /&gt;
&lt;br /&gt;
Their movement range can take you off guard as it&#039;s close to that of a Chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply fire long-range explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10 |base-hp=18 | base-damage=10 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=1 (7 When Closed) | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Recon_LWR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened (When Closed)&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:FLASHBANG GRENADE ICON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#HEAT Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;HEAT Warheads&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-hp=+4 | boost-damage=+4 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+4 | final-damage=+16 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Cyberdisc Rover | rank1-level=1 | rank1-damage=0 | rank1-hp=+3 | rank1-aim=+5 | rank1-will=0 &lt;br /&gt;
|rank2-name=Cyberdisc Gunship | rank2-level=5 | rank2-damage=+2 | rank2-hp=+8 | rank2-aim=+15 | rank2-will=0 &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+5 | rank3-hp=+23 | rank3-aim=+35 | rank3-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Chem Grenades are also useful as Mechtoids have a significant amount of flat DR and the corrosion will lower their accuracy.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health. As a result, it is ideal that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=20 | base-damage=10 | base-aim=70 | base-will=40 | base-defense=0 | base-dr=4 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MindMerge_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=+0.6 | boost-hp=+4 | boost-damage=+3 | boost-aim=+5 | boost-will=+10 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+4 | final-damage=+12 | final-aim=+20 | final-will=+40 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan Mechtoid | rank1-level=1 | rank1-damage=+2 | rank1-hp=+6 | rank1-aim=+10 | rank1-will=+30 &lt;br /&gt;
|rank2-name=Leviathan Mechtoid | rank2-level=5 | rank2-damage=+4 | rank2-hp=+26 | rank2-aim=+20 | rank2-will=+60 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+6 | rank3-hp=+36 | rank3-aim=+30 | rank3-will=+90 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Reactive Targeting Sensors&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
|skill2-img=[[File:ALIEN BULLRUSH.png|24px]]&lt;br /&gt;
|skill2-text=Bull Rush&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear as Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Concussing a Berserker will reduce its movement range to well below Concussion throw range, so is a good way to neutralize a Berserker you&#039;re not ready to kill.&lt;br /&gt;
&lt;br /&gt;
Berserker Leaders have the &#039;&#039;Overpower&#039;&#039; ability, which grants them an overpowering aura. Non-SHIV XCOM units within their line of sight perform a will test against their will after each move or action taken. Failing this will test ends the unit&#039;s turn immediately. This means low will multi-action units are much less effective when there is a Berserker leader present. This can be countered with psionics, either by reducing their will or causing them to panic. Additionally, the &#039;&#039;Steadfast&#039;&#039; ability (can be gained by equipping an alien trophy) grants some resistance to being overpowered.&lt;br /&gt;
&lt;br /&gt;
Be careful staying in cover near a Berserker as it may encourage a &#039;&#039;Bull Rush&#039;&#039; attack, destroying the cover and dealing significant damage from range. This is doubly true if they have benefited from a blood call as their mobility will be quite extreme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10.6 |base-hp=16 | base-damage=14 | base-aim=60 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN BLOODLUST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Bloodlust|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Bloodlust&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN INTIMIDATE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Intimidate|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Intimidate&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Muscle Fiber Density|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Muscle Fiber Density&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+6 | boost-damage=+5 | boost-aim=0 | boost-will=+4 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+6 | final-damage=+20 | final-aim=0 | final-will=+16 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Alpha Berserker | rank1-level=1 | rank1-damage=+4 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+8 | rank2-hp=+15 | rank2-aim=0 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+12 | rank3-hp=+35 | rank3-aim=0 | rank3-will=+30 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_IMPLANT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Overpower|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Overpower&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC SHOCK ABSORBENT ARMOR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shock-Absorbent Armor|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shock-Absorbent Armor&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts, and a substantial step up in terms of difficulty. An unprepared player could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting, making them even more effective in their role. They all have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting multiple targets both +100 aim and +100 crit in addition to the +25 will and healing. They can also use &#039;&#039;Mind Control&#039;&#039; which will turn one of your soldiers against you.&lt;br /&gt;
&lt;br /&gt;
They also gain the &#039;&#039;Distortion&#039;&#039; ability which distorts reality around them, making non-psionic attacks deal 65% less damage against them, and granting nearby allies +10 defense. In addition, &#039;&#039;Distortion&#039;&#039; will prevent squadsight shots from being able to target them.&lt;br /&gt;
&lt;br /&gt;
Everything considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=14 | base-damage=7 | base-aim=60 | base-will=80 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:distortion_field_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Distortion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Distortion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER_GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=7, 9, 11, 13 | boost-mobility=+1.2 | boost-hp=+2 | boost-damage=+2 | boost-aim=+5 | boost-will=+30 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+2 | final-damage=+8 | final-aim=+20 | final-will=+80 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Sectoid Lieutenant Commander | rank1-level=1 | rank1-damage=+3 | rank1-hp=+4 | rank1-aim=+20 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Sectoid Chief Commander | rank2-level=5 | rank2-damage=+5 | rank2-hp=+8 | rank2-aim=+40 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Great Reticulan | rank3-level=9 | rank3-damage=+8 | rank3-hp=+12 | rank3-aim=+60 | rank3-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill7-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
They also have &#039;&#039;Rapid Reaction&#039;&#039; granting them the ability to trigger overwatch against units they can&#039;t originally see, and do so 3x per turn.&lt;br /&gt;
&lt;br /&gt;
They also have &#039;&#039;Critical System Targeting&#039;&#039; and hit quite hard (often with high aim due to elevation), so tanking their shots with mechanical units is quite costly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 1 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.7 |base-hp=20 | base-damage=8 | base-aim=80 | base-will=20 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Rapid Reaction|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Rapid Reaction&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=8, 10, 12, 14 | boost-mobility=+1.2 | boost-hp=+5 | boost-damage=+2 | boost-aim=+5 | boost-will=+6 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+5 | final-hp=+5 | final-damage=+8 | final-aim=+20 | final-will=+24 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Aircobra | rank2-level=5 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=+20 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+6 | rank3-hp=+25 | rank3-aim=+40 | rank3-will=+40 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSEPERSONAL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Encounters|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Encounters&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY MAYHEM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Mayhem|&amp;lt;span style=&amp;quot;color:#333;font-size:0.9em;&amp;quot;&amp;gt;Mayhem&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are looking similar to Mutons, but with a red armor and a helmet.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;. Their leaders have the &#039;&#039;Shredder&#039;&#039; ability which means your units should take care to avoid their shots.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=30 | base-damage=10 | base-aim=80 | base-will=30 | base-defense=0 | base-dr=2 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT KILLERINSTINCT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tenacious Defense|&amp;lt;span style=&amp;quot;color:#333;font-size:0.9em;&amp;quot;&amp;gt;Tenacious Defense&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=8, 10, 12, 14 | boost-mobility=+0.6 | boost-hp=+5 | boost-damage=+3 | boost-aim=+8 | boost-will=+6 | boost-defense=0 | boost-dr=+0.8 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+5 | final-damage=+12 | final-aim=+32 | final-will=+24 | final-defense=0 | final-dr=+0.8 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Muton Elite Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=0 | rank1-aim=0 | rank1-will=0 &lt;br /&gt;
|rank2-name=Muton Elite Sentry | rank2-level=3 | rank2-damage=+4 | rank2-hp=+5 | rank2-aim=+5 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Muton Elite Centurion | rank3-level=5 | rank3-damage=+6 | rank3-hp=+15 | rank3-aim=+15 | rank3-will=+30 &lt;br /&gt;
|rank4-name=Muton Elite Praetorian | rank4-level=8 | rank4-damage=+8 | rank4-hp=+35 | rank4-aim=+20 | rank4-will=+70 &lt;br /&gt;
|rank5-name=Bashar | rank5-level=9 | rank5-damage=+10 | rank5-hp=+55 | rank5-aim=+40 | rank5-will=+80 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY SHREDDER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shredder|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shredder&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Bring &#039;Em On|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Bring &#039;Em On&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Neural Damping Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Neural Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Neural Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank5-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN CLUSTERBOMB.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Cluster Bomb|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cluster Bomb&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon, their green turret cannon, and their cluster bomb rockets. The green turret cannon does -50% weapon damage and will activate for reaction shots. &lt;br /&gt;
&lt;br /&gt;
The cluster bomb rockets will require a turn to prepare. When they prepare, there will be a popup warning you of the imminent attack. On the next turn, the attack will deal +10 extra damage in a 5 tile radius area to a certain impact point. After the initial hit there will be an immediate shockwave that will damage all targets (including other aliens -- though sectopods and units with distortion are immune) within a 60 tile radius that have line of sight to the center of the impact for 1-3 damage (depending on proximity to the blast).&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and extremely high aim. Tanking their shots should only be done by very resilient units, and they will still likely lose the majority of their health.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and flat DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to do reasonable amounts of damage.&lt;br /&gt;
&lt;br /&gt;
By the time you encounter these units, you should hopefully be well on your way to finishing your campaign!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=7.5 |base-hp=45 | base-damage=20 | base-aim=100 | base-will=0 | base-defense=0 | base-dr=8 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:FLASHBANG GRENADE ICON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Reactive Targeting Sensors&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=9, 11, 13 | boost-mobility=0 | boost-hp=+4 | boost-damage=+8 | boost-aim=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-hp=+4 | final-damage=+32 | final-aim=+40 | final-will=0 | final-defense=0 | final-dr=+1.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Sectopod Destroyer | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Sectopod Titan | rank2-level=5 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=0 &lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 8&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the pinnacle of danger a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Mind Control&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover,  with &#039;&#039;Psi Mastery&#039;&#039; they can perform 2 attacks each turn.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders they have the &#039;&#039;Distortion&#039;&#039; ability, granting immunity to squadsight and reducing any damage dealt to them. They also regenerate health, have innate defense, and the &#039;&#039;Overpower&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are no aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Elerium&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10 |base-hp=28 | base-damage=0 | base-aim=130 | base-will=120 | base-defense=50 | base-dr=+8 regen | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:distortion_field_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Distortion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Distortion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_IMPLANT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Overpower|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Overpower&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:BATTLEFATIGUE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Adaptive Bone Marrow&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=10, 12, 14 | boost-mobility=+0.6 | boost-hp=+10 | boost-damage=+4 | boost-aim=+20 | boost-will=+40 | boost-defense=0 | boost-dr=+4 regen | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.5 | final-hp=+10 | final-damage=+16 | final-aim=+80 | final-will=+40 | final-defense=0 | final-dr=+4 regen | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Etheral Primus | rank1-level=1 | rank1-damage=+2 | rank1-hp=+8 | rank1-aim=0 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Ethereal Overmind | rank2-level=9 | rank2-damage=+6 | rank2-hp=+12 | rank2-aim=0 | rank2-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Situation_Room_(LWR)&amp;diff=98647</id>
		<title>Situation Room (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Situation_Room_(LWR)&amp;diff=98647"/>
		<updated>2020-11-21T13:26:09Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Flesh out and cross-link country requests section&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;
This facility is used for special situations, like scanning for exalt, dealing with council requests, and launching satellites.&lt;br /&gt;
&lt;br /&gt;
== Launch Satellite ==&lt;br /&gt;
&lt;br /&gt;
You start every campaign with your home country covered by a satellite and 2 spare satellites in storage.&lt;br /&gt;
&lt;br /&gt;
Each country grants 40% of it&#039;s income when it&#039;s not covered by a satellite and 100% when covered. If the country leaves the Council of Nations it will grant none of it&#039;s income.&lt;br /&gt;
&lt;br /&gt;
Covering your home country with a satellite grants a bonus 200 credits.&lt;br /&gt;
&lt;br /&gt;
== Bonuses ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the [[Start Bonuses (LWR)|Start Bonuses]] and [[Continent Bonuses (LWR)|Continent Bonuses]] that XCOM has active.&lt;br /&gt;
&lt;br /&gt;
== Covert Operations ==&lt;br /&gt;
&lt;br /&gt;
A reminder will be generated to scan for exalt after covert op missions and failed intel scans. Each scan costs 200 credits.&lt;br /&gt;
&lt;br /&gt;
== XCOM Finances ==&lt;br /&gt;
&lt;br /&gt;
== Gray Market ==&lt;br /&gt;
&lt;br /&gt;
Here you can sell resources and most manufactured equipment. However, the prices of items can fluctuate, changing at the start of each month.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Sell Cost = Base Cost * (2 + ItemSeed) / 6&lt;br /&gt;
 Where ItemSeed is a new # between 0-9 each month, individual for each item&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pending Requests ==&lt;br /&gt;
&lt;br /&gt;
[[The_Council_(LWR)|The council]] will make a request every 5-10 days. Most items can be requested, including items XCOM does not currently have and items XCOM has never seen. Harder to acquire items will usually be accompanied by more generous rewards, but not all offers are worth taking and not every time.&lt;br /&gt;
&lt;br /&gt;
Each request fulfilled increases a country defense by 10 (as indicated with the little shield icon beside the country name in situation room). Defence makes countries more resistant to panic. Sometimes, if a country defense is high enough, the council nation will offer XCOM a donation to help in their efforts against the alien threat or will send its air force to assist in an UFO interception.&lt;br /&gt;
&lt;br /&gt;
== Campaign Summary ==&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Council_(LWR)&amp;diff=98644</id>
		<title>The Council (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Council_(LWR)&amp;diff=98644"/>
		<updated>2020-11-21T13:04:33Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Link to a requests section elsewhere&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;
You receive funding from all council nations at the start of the game, regardless of whether you have satellite coverage or not. Their funding will increase if you give them satellite coverage. If a council nation receives too much panic it may leave the XCOM project and will cease funding you.&lt;br /&gt;
&lt;br /&gt;
If all council nations leave the XCOM project the campaign will end.&lt;br /&gt;
&lt;br /&gt;
Countries also occasionally make [[Situation_Room_(LWR)#Pending_Requests|requests]] that, when filled, strenghten their defences in addition to offering immediate rewards.&lt;br /&gt;
&lt;br /&gt;
==Monthly Grade==&lt;br /&gt;
&lt;br /&gt;
At the end of each month the council assigns a grade. This grade has no effect on the game but is a relative reflection of how a player is doing versus another campaign that will eventually pass the game.&lt;br /&gt;
&lt;br /&gt;
Grades start out at &#039;&#039;&#039;C&#039;&#039;&#039; and, depending upon XCOM&#039;s success, can move up to &#039;&#039;&#039;A+&#039;&#039;&#039; and down to &#039;&#039;&#039;F&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A grade of &#039;&#039;&#039;A+&#039;&#039;&#039; means the player is likely to pass the campaign and is doing quite well.  Conversely, a grade of &#039;&#039;&#039;F&#039;&#039;&#039; means the player is unlikely to pass the campaign and is doing quite poorly.&lt;br /&gt;
&lt;br /&gt;
==Bonus Soldiers==&lt;br /&gt;
&lt;br /&gt;
At the beginning of each month the council will hire new soldiers for XCOM that take 18 days to arrive. The amount is random each month and gets lower and lower as the campaign progresses.&lt;br /&gt;
&lt;br /&gt;
==Home Country Satellite Coverage==&lt;br /&gt;
&lt;br /&gt;
Home Country Satellite coverage grants 200 credits at the end of each month. This encourages holding the home base, especially on higher difficulties where credits are less plentiful.&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Barracks_(LWR)&amp;diff=98626</id>
		<title>Barracks (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Barracks_(LWR)&amp;diff=98626"/>
		<updated>2020-11-21T02:24:14Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Fix links&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;
This facility houses your soldiers.&lt;br /&gt;
&lt;br /&gt;
== Soldier List == &lt;br /&gt;
&lt;br /&gt;
Here you can see the statistics and current status of your ground forces, and you can also customize them, change their equipment, promote them or fire them. However, unless the Barracks&#039; capacity is full, there is never reason to fire your soldiers, as they draw no salary.&lt;br /&gt;
&lt;br /&gt;
==Officer Training School ==&lt;br /&gt;
Upgrades are unlocked based on the total number of successful missions during the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;padding:5px 12px;&amp;quot; | XTP and Officer training programs (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Upgrade !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| &amp;lt;b&amp;gt;Required Upgrade&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Successful Missions&amp;lt;/b&amp;gt;&amp;lt;BR&amp;gt;(Modified by Campaign Length) || {{Credits Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP I || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Institutes the XTP (XCOM Training Programme): Active/Fatigued PFCs are promoted to SPEC. Active/Fatigued SPECs gain 10 xp per day.&lt;br /&gt;
| - || 20 || 200&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP II || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Upgrades the XTP: Active/Fatigued PFCs and SPECs are promoted to LCPL. Active/Fatigued LCPLs and CPLs gain 10 xp per day.&lt;br /&gt;
| XTP I || 70 || 400&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Lieutenants || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 3 [[Soldiers (LWR)|Soldiers]] to Lieutenants.&lt;br /&gt;
| - || 10 || 100&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Captains || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 2 additional Lieutenants, and allows the promotion of 2 Lieutenants to Captains.&lt;br /&gt;
| Tactical Officers || 30 || 200&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Majors || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 2 additional Lieutenants and Captains, and allows the promotion of 2 Captains to Majors.&lt;br /&gt;
| Captains || 50 || 300&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Colonels || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 2 additional Lieutenants, Captains and Majors, and allows the promotion of 2 Majors to Colonels.&lt;br /&gt;
| Majors || 90 || 400&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Field Commander || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 1 additional Lieutenant, Captain, Major and Colonel, and allows the promotion of 1 Colonel to Field Commander.&lt;br /&gt;
| Colonels || 120 || 500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
XCOM Training Programmes (XTPs) granted their xp and promotions at midnight each day.&lt;br /&gt;
&lt;br /&gt;
== Psi Labs ==&lt;br /&gt;
&lt;br /&gt;
Test up to 2 soldiers to discover their psionic ability. For more information click here: [[Psionic_(LWR)#Training|Psionic Training]]&lt;br /&gt;
&lt;br /&gt;
== The Memorial ==&lt;br /&gt;
&lt;br /&gt;
Here you can see information about the soldiers who died in combat, as well as the cause of their death.&lt;br /&gt;
&lt;br /&gt;
== Recruit Soldiers ==&lt;br /&gt;
&lt;br /&gt;
Each new soldier costs §90 on all difficulties and take 18 days to arrive.&lt;br /&gt;
&lt;br /&gt;
==Officer Promotions==&lt;br /&gt;
&lt;br /&gt;
Here you can choose which of your [[Soldiers (LWR)|Soldiers]] should become an [[Officers (LWR)|Officer]] and to what rank they should be promoted. You can only assign titles that have already been purchased at the [[Officer Training School (LWR)|Officer Training School]].&lt;br /&gt;
&lt;br /&gt;
Each [[Officers (LWR)|Officer]] must have completed at least 5 missions since the last promotion.&lt;br /&gt;
&lt;br /&gt;
[[Psionic (LWR)|Psionic Soldiers]], [[MEC Trooper (LWR)|MEC Troopers]] and [[S.H.I.V. (LWR)|S.H.I.V.s]] cannot be promoted to officers and officers cannot discover or develop psionic abilities or be augmented into MEC troopers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Soldier Ranks Required for Promotion&lt;br /&gt;
|-&lt;br /&gt;
! Solder Rank !! Officer Rank Available&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Private || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Specialist || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Lance Corporal || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Corporal || Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Sergeant || Captain&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Tech Sergeant || Major&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Gunnery Sergeant || Colonel&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Master Sergeant || Field Commander&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Officers (LWR)|Officers]]&lt;br /&gt;
{{ Facilities (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Facilities (LWR)]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(LWR)&amp;diff=98625</id>
		<title>Officer Training School (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(LWR)&amp;diff=98625"/>
		<updated>2020-11-21T02:13:33Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Create a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Barracks_(LWR)#Officer_Training_School]]&lt;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(LWR)&amp;diff=98624</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=98624"/>
		<updated>2020-11-21T02:05:57Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Add link to experience page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Soldiers_SHIVS.png|left|160px|]]&lt;br /&gt;
&lt;br /&gt;
While Long War set out to enhance the &#039;&#039;&#039;Super-Heavy Infantry Vehicle&#039;&#039;&#039; to make it a more viable replacement for soldiers, Long War Rebalance takes a different approach. SHIVs are a special unit that brings raw damage, durability, and a degree of utility to the field, thanks to their numerous upgrades and equipment options. In addition to being stronger overall, all SHIVs can now be used as partial cover, rather than just the Alloy SHIV Moreover, the basic SHIV is now available from the beginning of the campaign, including the first mission. They can not be rebuilt if destroyed.&lt;br /&gt;
&lt;br /&gt;
XCOM starts with 2 SHIVs, one of which accompanies your soldiers on the first mission.&lt;br /&gt;
&lt;br /&gt;
[[File:XComEU Alloy S.H.I.V. 2.png|right|300px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | &#039;&#039;&#039;SHIV Classes&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | &#039;&#039;&#039;Production Cost&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Credits !! Alloys !! Elerium !! Base HP !! Armor HP !! Aim !! Defense !! Damage Resistance !! Mobility !! Item Slots !! Flight Capability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Regular&#039;&#039;&#039; || 270 || 0 || 0 || 12 || 10 || 55 || 0 || 3 || 6.8 || 4 || N&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Alloy&#039;&#039;&#039; || 330 || 90 || 0 || 16 || 22 || 55 || 0 || 4 || 6.8+1.2 || 4 || N&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hover&#039;&#039;&#039; || 390 || 90 || 45 || 14 || 16 || 55+30 || 30 || 3 || 6.8+1.8 || 4 || Y (16 fuel)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Big Sky (the Skyranger pilot) can control only 1 SHIV each turn. This means that if you bring multiple SHIVs on a mission only 1 can act each turn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;SHIVs do not accumulate fatigue.&#039;&#039;&#039;&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 (the entirety of its gained [[Experience_(LWR)|experience points]], not just the part coming from kills).&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 &#039;abilities&#039; swappable as equipable modules giving them a significant degree of flexibility, these units will prove to be a valuable asset to XCOM.&lt;br /&gt;
&lt;br /&gt;
It is advisable to have at least a small pool of 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;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(LWR)&amp;diff=98610</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=98610"/>
		<updated>2020-11-20T21:39:12Z</updated>

		<summary type="html">&lt;p&gt;Man of Letters: Stress that not only shiv kills EXP is shared (I hope it&amp;#039;s true)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Soldiers_SHIVS.png|left|160px|]]&lt;br /&gt;
&lt;br /&gt;
While Long War set out to enhance the &#039;&#039;&#039;Super-Heavy Infantry Vehicle&#039;&#039;&#039; to make it a more viable replacement for soldiers, Long War Rebalance takes a different approach. SHIVs are a special unit that brings raw damage, durability, and a degree of utility to the field, thanks to their numerous upgrades and equipment options. In addition to being stronger overall, all SHIVs can now be used as partial cover, rather than just the Alloy SHIV Moreover, the basic SHIV is now available from the beginning of the campaign, including the first mission. They can not be rebuilt if destroyed.&lt;br /&gt;
&lt;br /&gt;
XCOM starts with 2 SHIVs, one of which accompanies your soldiers on the first mission.&lt;br /&gt;
&lt;br /&gt;
[[File:XComEU Alloy S.H.I.V. 2.png|right|300px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | &#039;&#039;&#039;SHIV Classes&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | &#039;&#039;&#039;Production Cost&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Credits !! Alloys !! Elerium !! Base HP !! Armor HP !! Aim !! Defense !! Damage Resistance !! Mobility !! Item Slots !! Flight Capability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Regular&#039;&#039;&#039; || 270 || 0 || 0 || 12 || 10 || 55 || 0 || 3 || 6.8 || 4 || N&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Alloy&#039;&#039;&#039; || 330 || 90 || 0 || 16 || 22 || 55 || 0 || 4 || 6.8+1.2 || 4 || N&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hover&#039;&#039;&#039; || 390 || 90 || 45 || 14 || 16 || 55+30 || 30 || 3 || 6.8+1.8 || 4 || Y (16 fuel)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Big Sky (the Skyranger pilot) can control only 1 SHIV each turn. This means that if you bring multiple SHIVs on a mission only 1 can act each turn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;SHIVs do not accumulate fatigue.&#039;&#039;&#039;&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 (the entirety of the experience points, not just the part coming from kills).&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 &#039;abilities&#039; swappable as equipable modules giving them a significant degree of flexibility, these units will prove to be a valuable asset to XCOM.&lt;br /&gt;
&lt;br /&gt;
It is advisable to have at least a small pool of 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;/div&gt;</summary>
		<author><name>Man of Letters</name></author>
	</entry>
</feed>