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		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=67685</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=67685"/>
		<updated>2015-09-19T11:19:16Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Advanced Options */ Honestman&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|450px|Enemy Within poster]]&lt;br /&gt;
[[Image:Devil&#039;s Toys.png|right|450px|]]&lt;br /&gt;
[[Image:XCOM Enemy Within Icons.png|right|450px|Gene Mods and MEC Troopers insignias]]&lt;br /&gt;
[[Image:EW Menu.png|right|450px|Enemy Within Game Menu]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It is available also for consoles and was released on November 12th, 2013 on the US, and November 15th internationally. Enemy Within came to the iOS App Store one year later on November 12, 2014&lt;br /&gt;
&lt;br /&gt;
An initial list of details was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K&#039;s forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new components see [http://www.youtube.com/watch?v=buW1FtMOTwI].&lt;br /&gt;
&lt;br /&gt;
You can also take part in an interactive trailer [http://www.xcom.com/enemywithin/us/ivideo.php here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: this page is being updated as new info is gathered from the game. ***SPOILERS AHEAD*** - Read at your own risk!&lt;br /&gt;
&lt;br /&gt;
==General Details==&lt;br /&gt;
* The PC version costs 30$ and the Console 40$.&lt;br /&gt;
* The PC edition is sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* Enemy Within is available for iPhone and iPad on iOS. iTunes link: [https://itunes.apple.com/us/app/xcom-enemy-within/id881270303?mt=8]&lt;br /&gt;
* When launching the game it is possible to select between playing vanilla Enemy Unknown or the new Enemy Within.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
{{main|Meld (EU2012)}}&lt;br /&gt;
{{:Meld (EU2012)}}&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2&amp;gt;&lt;br /&gt;
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining&lt;br /&gt;
Image:Meld 2 (EU2012).png|Meld Molecule&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
{{main|Gene Mods (EU2012)}}&lt;br /&gt;
{{:Gene Mods (EU2012)}}&lt;br /&gt;
====Projects====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Body Part&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | BRAIN || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Neural Damping|Neural Damping]]&amp;lt;br&amp;gt; [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align=&amp;quot;center&amp;quot; | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] ||  align=&amp;quot;center&amp;quot; |§35, 20 Meld ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | BRAIN || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]]&amp;lt;br&amp;gt; [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align=&amp;quot;center&amp;quot; | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align=&amp;quot;center&amp;quot; |§35, 10 Meld ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] &#039;&#039;Causes damage to psi attackers and puts all of their psi attacks on cooldown. This effect does not reduce the attacker&#039;s chance of success.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | EYES || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Hyper Reactive Pupils|Hyper Reactive Pupils]]&amp;lt;br&amp;gt;[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] ||  align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align=&amp;quot;center&amp;quot; |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | EYES || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Depth Perception|Depth Perception]]&amp;lt;br&amp;gt;[[File:Depth Perception (EU2012).png|64px|Depth Perception]] ||  align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align=&amp;quot;center&amp;quot; |§15, 5 Meld ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] &#039;&#039;Height Advantage confers an additional +5 Aim and 5+ critical chance&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | CHEST || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Secondary Heart|Secondary Heart]]&amp;lt;br&amp;gt;[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] ||  align=&amp;quot;center&amp;quot; | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] ||  align=&amp;quot;center&amp;quot; |§75, 15 Meld ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] &#039;&#039;Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | CHEST || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Adrenal Neurosympathy|Adrenal Neurosympathy]]&amp;lt;br&amp;gt;[[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] ||  align=&amp;quot;center&amp;quot; | [[Muton Autopsy (EU2012)|Muton Autopsy]] ||  align=&amp;quot;center&amp;quot; |§10, 25 Meld ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] &#039;&#039;Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SKIN || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Bioelectric Skin|Bioelectric Skin]]&amp;lt;br&amp;gt;[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] ||  align=&amp;quot;center&amp;quot; |  [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] ||  align=&amp;quot;center&amp;quot; |§35, 15 Meld ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] &#039;&#039;The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SKIN || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]]&amp;lt;br&amp;gt;[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] ||  align=&amp;quot;center&amp;quot; | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] ||  align=&amp;quot;center&amp;quot; |§75, 35 Meld ||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] &#039;&#039;Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier&#039;s starting position. Leaving cover or firing will break this concealment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | LEGS || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]]&amp;lt;br&amp;gt;[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] ||  align=&amp;quot;center&amp;quot; | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] ||  align=&amp;quot;center&amp;quot; |§60, 25 Meld ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] &#039;&#039;Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | LEGS || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Adaptive Bone Marrow|Adaptive Bone Marrow]]&amp;lt;br&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] || align=&amp;quot;center&amp;quot; |§30, 15 Meld ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] &#039;&#039;Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MEC Trooper===&lt;br /&gt;
{{main|MEC Trooper (EU2012)}}&lt;br /&gt;
{{:MEC Trooper (EU2012)}}&lt;br /&gt;
====MEC Trooper Rank Progression====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Rank and Stats Bonuses&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Class !! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: CLASS MECH.png|left|24px]]&#039;&#039;&#039;MEC Trooper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 0&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Primary Weapons====&lt;br /&gt;
{{main|Minigun (EU2012)}}&lt;br /&gt;
{{:Minigun (EU2012)}}&lt;br /&gt;
{{main|Railgun (EU2012)}}&lt;br /&gt;
{{:Railgun (EU2012)}}&lt;br /&gt;
{{main|Particle Cannon (EU2012)}}&lt;br /&gt;
{{:Particle Cannon (EU2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====MEC Suits====&lt;br /&gt;
{{main|MEC Suit (EU2012)}}&lt;br /&gt;
{{:MEC Suit (EU2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=====MEC-1 Warden=====&lt;br /&gt;
{{main|MEC-1 Warden (EU2012)}}&lt;br /&gt;
{{:MEC-1 Warden (EU2012)}}&lt;br /&gt;
=====MEC-2 Sentinel=====&lt;br /&gt;
{{main|MEC-2 Sentinel (EU2012)}}&lt;br /&gt;
{{:MEC-2 Sentinel (EU2012)}}&lt;br /&gt;
=====MEC-3 Paladin=====&lt;br /&gt;
{{main|MEC-3 Paladin (EU2012)}}&lt;br /&gt;
{{:MEC-3 Paladin (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The MEC Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
{{main|Mechtoid (EU2012)}}&lt;br /&gt;
{{:Mechtoid (EU2012)}}&lt;br /&gt;
===Seeker===&lt;br /&gt;
{{main|Seeker (EU2012)}}&lt;br /&gt;
{{:Seeker (EU2012)}}&lt;br /&gt;
===Other Alien Changes===&lt;br /&gt;
* [[Muton Elite (EU2012)|Muton Elite]]s Health Points have been increased to 18 on Classic (from previous 14) and 20 on Impossible difficulties (up from 18).&lt;br /&gt;
* The first Mech [[Aliens (EU2012)|alien]] was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the Muton&#039;s already big size.&lt;br /&gt;
* [[Sectopod (EU2012)|Sectopods]] have also been improved to balance the addition of the new features. Sectopod get a new passive [[Abilities (EU2012)|ability]] called &#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; which will cut all incoming damage in half. Additionally, the tactic of having an MC&#039;ed alien suicidally stand right next to a Sectopod no longer works: it will not receive the splash damage.&lt;br /&gt;
** The Sectopod&#039;s Cannon has been also changed to remove the Area of Effect (AoE) damage: upon hitting the shot will not deal additional damage to any units close to its intended target. &lt;br /&gt;
* Additionally, AI for old enemy types has been slightly tweaked.&lt;br /&gt;
* Existing aliens are getting more &amp;quot;death&amp;quot; animations as development team had to create a new set of [[MEC Trooper (EU2012)|MEC]] related death sequences&lt;br /&gt;
**Berserker: brawl and Achievement.&lt;br /&gt;
**Mechtoid: headgrab&lt;br /&gt;
**Sectopod: Donkey Kong&#039;s Smash Bros attacks, basically. (warning, Sectopod explosion now does 5 damage)&lt;br /&gt;
* Sectoids (normally phased out within a few months) and Sectoid Commanders (normally only in UFOs after the Alien Base Assault, but before capturing the Ethereal Device) will now be regularly fielded alongside Mechtoids (the Commanders, of course, only after the assault).&lt;br /&gt;
* No change to the Temple Ship&#039;s layout or enemy composition, except that the Uber Ethereal&#039;s cutscene has &#039;&#039;Inception&#039;&#039;-esque music that apparently had been missing, and the apparent glitch of the sight of the altar and Volunteer flashing before the credits, has been fixed.&lt;br /&gt;
&lt;br /&gt;
==EXALT (New Faction)==&lt;br /&gt;
{{main|EXALT (EU2012)}}&lt;br /&gt;
{{:EXALT (EU2012)}}&lt;br /&gt;
===EXALT Units===&lt;br /&gt;
{{main|EXALT Units (EU2012)}}&lt;br /&gt;
{{:EXALT Units (EU2012)}}&lt;br /&gt;
===EXALT Weapons===&lt;br /&gt;
{{main|EXALT Weapons (EU2012)}}&lt;br /&gt;
{{:EXALT Weapons (EU2012)}}&lt;br /&gt;
===Covert Operations===&lt;br /&gt;
{{main|Covert Operations (EU2012)}}&lt;br /&gt;
{{:Covert Operations (EU2012)}}&lt;br /&gt;
====Covert Operative====&lt;br /&gt;
{{main|Covert Operative (EU2012)}}&lt;br /&gt;
{{:Covert Operative (EU2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Covert Extraction====&lt;br /&gt;
{{main|Covert Extraction (EU2012)}}&lt;br /&gt;
{{:Covert Extraction (EU2012)}}&lt;br /&gt;
====Covert Data Recovery====&lt;br /&gt;
{{main|Covert Data Recovery (EU2012)}}&lt;br /&gt;
{{:Covert Data Recovery (EU2012)}}&lt;br /&gt;
===EXALT Base Raid===&lt;br /&gt;
{{main|EXALT Base Raid (EU2012)}}&lt;br /&gt;
{{:EXALT Base Raid (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==XCOM Changes==&lt;br /&gt;
===Soldiers/S.H.I.V.s===&lt;br /&gt;
* Barracks capacity is now limited to 70 soldiers instead of the 99 possible on EU.&lt;br /&gt;
* [[S.H.I.V. (EU2012)|S.H.I.V.s]] can also be further [[Foundry (EU2012)|upgraded]], based on the new MEC [[Abilities (EU2012)|abilities]].&lt;br /&gt;
====Classes/Abilities====&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; has now been redesigned to - &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into [[Cover (EU2012)|cover]].&lt;br /&gt;
* Assault&#039;s &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; HP bonus has been changed. The new values are +1 for Body Armor, +4 for Carapace, +2 for Skeleton Suit, +4 for Titan, +4 for Archangel and +2 HPs for Ghost (and presumably for Psi Armor as well). &lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now allows the unit to fire before the enemy uses its weapon.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; now gives 2 extra uses of smoke grenade instead of 2. &lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now reads: &#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
**Applies to all grenades, [[Arc Thrower (EU2012)|Arc Thrower]] and [[Medikit (EU2012)|Medikits]]. Does not apply to abilities like Smoke Grenades, Rockets or Battle Scanner. No info if it affects [[Combat Stims (EU2012)|Combat Stims]].&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; now reads: &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.&#039;&#039;&lt;br /&gt;
** Penalty reduced from -20 to -10 Aim. &lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squadsight&#039;&#039;&#039; now reads: &#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.&#039;&#039;&lt;br /&gt;
* [[Heavy (EU2012)|Heavy&#039;s]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; now reduced to 50% extra damage, it reads: &#039;&#039;Confers +50% damage against robotic enemies.&#039;&#039;&lt;br /&gt;
* Heavy&#039;s &#039;&#039;&#039;Grenadier&#039;&#039;&#039; changed to: &#039;&#039;Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Soldier Rank Progression====&lt;br /&gt;
[[Soldiers (EU2012)|Soldier]] rank progression has been delayed to balance the new MECs and [[Gene Mods (EU2012)|GMods]]. &lt;br /&gt;
&lt;br /&gt;
In general, Experience Points (XP) requirements have been increased from 20 to 30%. MEC soldiers gain only 50% of the normal experience points received through kills. Psionic XP requirements have not been changed. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ XP Required per Rank&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; | Rank !! width=&amp;quot;120px&amp;quot; | Points Required || Points Required (EW DLC)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK ROOKIE.png|24px]] Rookie || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK SQUADDIE.png|24px]] Squaddie || 90 || 90&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK CORPORAL.png|24px]] Corporal || 300 || 480&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK SERGEANT.png|24px]] Sergeant || 510 || 700&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK LIEUTENANT.png|24px]] Lieutenant || 745 || 925&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK CAPTAIN.png|24px]] Captain  || 1100 || 1380&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK MAJOR.png|24px]] Major  || 1560 || 1840&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK COLONEL.png|24px]] Colonel || 2150 || 2550&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Psionic* || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Specialist || 50 || 50&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Operative || 120 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Medals====&lt;br /&gt;
{{main|Medals (EU2012)}}&lt;br /&gt;
{{:Medals (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
===New Items===&lt;br /&gt;
====Needle Grenade====&lt;br /&gt;
{{main|Needle Grenade (EU2012)}}&lt;br /&gt;
{{:Needle Grenade (EU2012)}}&lt;br /&gt;
====Flashbang Grenade====&lt;br /&gt;
{{main|Flashbang Grenade (EU2012)}}&lt;br /&gt;
{{:Flashbang Grenade (EU2012)}}&lt;br /&gt;
====Gas Grenade====&lt;br /&gt;
{{main|Gas Grenade (EU2012)}}&lt;br /&gt;
{{:Gas Grenade (EU2012)}}&lt;br /&gt;
====Ghost Grenade====&lt;br /&gt;
{{main|Ghost Grenade (EU2012)}}&lt;br /&gt;
{{:Ghost Grenade (EU2012)}}&lt;br /&gt;
====Mimic Beacon====&lt;br /&gt;
{{main|Mimic Beacon (EU2012)}}&lt;br /&gt;
{{:Mimic Beacon (EU2012)}}&lt;br /&gt;
====Reaper Rounds====&lt;br /&gt;
{{main|Reaper Rounds (EU2012)}}&lt;br /&gt;
{{:Reaper Rounds (EU2012)}}&lt;br /&gt;
====Respirator Implant====&lt;br /&gt;
{{main|Respirator Implant (EU2012)}}&lt;br /&gt;
{{:Respirator Implant (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
===[[Foundry (EU2012)|Foundry]] Changes===&lt;br /&gt;
* The Foundry now gives adjacency bonus if built near a Workshop or the Cybernetics Lab. &lt;br /&gt;
====New Projects====&lt;br /&gt;
[[Image:SENTINEL DRONE FOUNDRY (EU2012).png|right|128px|Sentinel Drone]]&lt;br /&gt;
* &#039;&#039;&#039;Sentinel Drone&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;We&#039;ve been able to adapt an alien drone into a repair module for the SHIV. While we had to sacrifice its autonomous movement functions, we&#039;ve been able to retain its repair capability and use its spare AI cycles to improve the SHIV&#039;s situational firing heuristics.&#039;&#039;&lt;br /&gt;
** Requires [[Drone Autopsy (EU2012)|Drone Autopsy]] Research.&lt;br /&gt;
** Cost: §80, 10 Engineers, 20 Alloys, 10 Elerium, 7 days. &lt;br /&gt;
** Repairs 2hp per turn.&lt;br /&gt;
**Gives [[S.H.I.V. (EU2012)|S.H.I.V.s]] an [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]&#039;s Close Combat Specialist.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:TACTICAL RIGGING FOUNDRY (EU2012).png|right|128px|Tactical Rigging]]&lt;br /&gt;
* &#039;&#039;&#039;Tactical Rigging&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Increasing need for tactical flexibility has driven us to develop tactical rigs that apply to all of XCOM&#039;s individual soldier protection systems. These will enable soldiers to bring a second item into battle.&#039;&#039;&lt;br /&gt;
** Requires [[Experimental Warfare (EU2012)|Experimental Warfare]] Research.&lt;br /&gt;
** Cost: §200, 5 Engineers, 4 Days&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:SHAPED ARMOR FOUNDRY (EU2012).png|right|128px|Shaped Armor]]&lt;br /&gt;
* &#039;&#039;&#039;Shaped Armor&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;The invaders&#039; mechanized cybersuits are of course somewhat more advanced than our own; by examining the interfaces between the armored shells and the cores, we could improve our overall armor design. This has the potential to increase tactical survivability for all of our mechanized forces.&#039;&#039;&lt;br /&gt;
** Requires [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] Research.&lt;br /&gt;
** Cost: §300, 20 Engineers, 40 Alloys, 20 Elerium, 14 days. &lt;br /&gt;
** Increases MEC stats by 3 HP. S.H.I.V. HP increase unknown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:ADVANCED SERVOMOTORS FOUNDRY (EU2012).png|right|128px|Advanced Servomotors]]&lt;br /&gt;
* &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;After a careful examination we&#039;ve been able to replicate the articulated joints of the Mechtoid, allowing for mobility improvements on both our cybersuits and SHIV Units.&#039;&#039;&lt;br /&gt;
** Requires [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] Research.&lt;br /&gt;
** Cost: §300, 30 Elerium, 30 Alloys, 20 Engineers, 10 days.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:ELERIUM JELLY FOUNDRY (EU2012).png|right|128px|Elerium Jelly]]&lt;br /&gt;
* &#039;&#039;&#039;Elerium Jelly&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Using Elerium in tactical situations is quite risky; in the absence of a full sized craft&#039;s regulator and fuel management systems, adding it to our flamethrowers would be too dangerous. With some additional investment, though, we could devise a formula to increase flamethrower effectiveness without risking our soldiers.&#039;&#039;&lt;br /&gt;
** Requires [[Elerium (EU2012)|Elerium]] Research.&lt;br /&gt;
** Cost: §200, 50 Elerium, 15 Engineers, 10 days.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:MEC CLOSE COMBAT FOUNDRY (EU2012).png|right|128px|MEC Close Combat]]&lt;br /&gt;
* &#039;&#039;&#039;MEC Close Combat&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Our advancements in heavy armor technology have enabled us to install better actuators and support structures in the Kinetic Strike Module. This should increase its force output by 50%.&#039;&#039;&lt;br /&gt;
** Requires [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]] Foundry project.&lt;br /&gt;
** Cost: §200, 30 Alloys, 5 Engineers, 7 days.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Officer Training School===&lt;br /&gt;
* The &#039;&#039;&#039;Iron Will&#039;&#039;&#039; perk now only requires Sergeant rank instead of Major.&lt;br /&gt;
* The &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; perk has been removed, due to the addition of the &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039; Gene Mod.&lt;br /&gt;
[[File:OTS LEAD BY EXAMPLE (EU2012).png|right|Lead By Example]]&lt;br /&gt;
* Instead there&#039;s a new ability: &#039;&#039;&#039;Lead By Example&#039;&#039;&#039; (§50 cost, Lieutenant rank required) - &#039;&#039;The squad leader substitutes his or her Will for that of all nearby lower Will squadmates&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
===Difficulty===&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty]] in Classic and Impossible modes has been slightly increased. Tech costs have been increased dramatically for both levels. Plasma weapons cost will also be increased on these difficulties.&lt;br /&gt;
* Eliminating the Alien Base now only removes 1 point of panic in all countries rather than 2 on Classic and Impossible difficulties.&lt;br /&gt;
* The Tutorial cannot be toggled without toggling the Meld Tutorial as well.&lt;br /&gt;
** The Meld Tutorial is named Gateway.&lt;br /&gt;
====Research Times====&lt;br /&gt;
*Research times have been increased by +40% on Classic and by 70% on Impossible difficulties.&lt;br /&gt;
*This applies to all techs, except:&lt;br /&gt;
** Xenobiology&lt;br /&gt;
** Weapon Fragments&lt;br /&gt;
** Alien Materials&lt;br /&gt;
** Experimental Warfare&lt;br /&gt;
** Meld&lt;br /&gt;
====Satellite Uplink and Nexus Costs====&lt;br /&gt;
* The cost of the [[Satellite Uplink (EU2012)|Satellite Uplink]] has been decreased to §100 (from §150) and the [[Satellite Nexus (EU2012)|Satellite Nexus]] to §250 (from §300).&lt;br /&gt;
====Workshop adjacency bonus====&lt;br /&gt;
* The adjacency bonus for workshops has been increased from 7% to 10% when building vehicles, Foundry projects and facilities.&lt;br /&gt;
** Thus: six Workshops, plus the MEC Lab and the Foundry also providing a bonus, all set in a solid block (minus one corner from making it 3x3) provides a 99% refund rate.&lt;br /&gt;
&lt;br /&gt;
====Plasma Weapons Cost====&lt;br /&gt;
* Building Costs for all plasma weapons have been increased, with the exception of the Plasma Pistol, in the Classic/Impossible difficulties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Plasma Light Rifle !! Plasma Rifle !! Alloy Cannon !! Heavy Plasma !! Plasma Sniper Rifle !! Blaster Launcher&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
 &lt;br /&gt;
*Old: §125, 15 Elerium, 20 Alloys&lt;br /&gt;
*New: §180, 30 Elerium, 30 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §200, 20 Elerium, 30 Alloys&lt;br /&gt;
* New: §300, 40 Elerium, 50 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §200, 20 Elerium, 50 Alloys&lt;br /&gt;
* New: §300, 40 Elerium, 75 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §250, 30 Elerium, 30 Alloys&lt;br /&gt;
* New: §375, 60 Elerium, 50 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §250, 25 Elerium, 30 Alloys&lt;br /&gt;
* New: §375, 60 Elerium, 50 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §275, 65 Elerium, 50 Alloys&lt;br /&gt;
* New: §400, 120 Elerium, 75 Alloys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====New [[Second Wave (EU2012)|Second Wave]] options====&lt;br /&gt;
The Second Wave settings can be consulted during a game but it can&#039;t be changed. Second Wave also has new options:&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – &#039;&#039;Loading a save game will reset the random number seed, so taking an identical action may yield different results.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – &#039;&#039;Units receive an aim bonus the closer they are to flanking an enemy.&#039;&#039;&lt;br /&gt;
**Works also against your soldiers: the closer an enemy gets to [[Flanking (EU2012)|flanking]] a [[Soldiers (EU2012)|soldier]], the less [[Cover (EU2012)|cover]] bonus the soldier receives.&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - &#039;&#039;Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch.&#039;&#039;&lt;br /&gt;
** This applies to aliens with ranged attack which doesn&#039;t take cover, namely [[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]].&lt;br /&gt;
* &#039;&#039;&#039;Mind Hates Matter&#039;&#039;&#039; - &#039;&#039;Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modifications.&#039;&#039;&lt;br /&gt;
=====Training Roulette=====&lt;br /&gt;
{{main|Training Roulette (EU2012)}}&lt;br /&gt;
{{:Training Roulette (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
===Tactical===&lt;br /&gt;
* Non-Cover Aliens ([[Sectopod (EU2012)|Sectopod]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Mechtoid (EU2012)|Mechtoid]]) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* [[Critical Hits (EU2012)|Critical bonus]] of stealth attacks reduced from 100 to 30, likely to balance out the [[Ghost Grenade (EU2012)|Ghost Grenade]].&lt;br /&gt;
* Panicked soldiers will have [[Chance to Hit (EU2012)|chance to hit]] decreased, so friendly fire is less deadly.&lt;br /&gt;
* Alien starting areas have been changed.&lt;br /&gt;
* The orange sound wave has been replaced with a blue one, while the orange one is now used to indicate Meld locations.&lt;br /&gt;
* On Terror missions, AoE attacks will have the &amp;quot;Friendly Fire&amp;quot; warning for civillians.&lt;br /&gt;
* While opening doors or deactivating power nodes and the like still do not cost any Actions, a soldier still needs to &#039;&#039;have&#039;&#039; available actions in order to do them: no dashing, and then manual selection of the soldier to trigger a device. Case in point; if a Meld Canister has a timer of 1, your soldier needs to have it within range of 1 move to make it (Assaults activating Run and Gun can still get it). NOTE: You cannot collect Meld on a diagonal, there are only four squares around each Meld canister that allows collection.&lt;br /&gt;
* [[Civilian (EU2012)|Civilians]] (including those on Council missions) now have the following HPs on the different difficulty levels (E/N/C/I): 3/3/3/2. They won&#039;t be automatically killed if hit by hostile fire that deals less that 3 (or 2 on Impossible) damage.&lt;br /&gt;
&lt;br /&gt;
===New Maps===&lt;br /&gt;
* Some of the old EU [[Maps (EU2012)|maps]] have been slightly tweaked, some to address exploding car issues and to add [[Meld Canister (EU2012)|Meld Canisters]] such as [[StreetOverpass (EU2012)|Street Overpass]]. &lt;br /&gt;
* There are 44 maps included with Enemy Within. These are broken down in 14 entirely new maps, 6 new maps based on existing ones, 4 old maps with different starting areas, and 20 Covert Operations maps (10 [[Covert Data Recovery (EU2012)|Covert Data Recovery]] and 10 [[Covert Extraction (EU2012)|Covert Extraction]]), that reuse both old and new maps. &lt;br /&gt;
* The old and new maps are mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay.&lt;br /&gt;
* There are 8 new maps available for [[Multiplayer (EU2012)|Multiplayer]], including a different version of XCOM HQ.&lt;br /&gt;
* There&#039;s four new maps that deal with crashed [[UFOs (EU2012)|UFOs]]. 3 of those are in a destroyed city environments and one in a Farm, in homage to the [[X-COM|original game]]. &lt;br /&gt;
* The [[Progeny (EU2012)|Progeny]] campaign adds 3 new maps. One ([[Deluge (EU2012)|Deluge]]) takes place in a dam, while the [[Furies (EU2012)|Furies]] map takes place in the Alps (with a snowy environment) and is centered around an [[Abductor (EU2012)|Abductor]] UFO. &lt;br /&gt;
* One of the new Council missions ([[Site Recon (EU2012)|Site Recon]]) takes place on a coastal whaling station.  &lt;br /&gt;
* [[OfficePaper (EU2012)|Office Paper]] has now also a Terror site version, along with the old version.&lt;br /&gt;
* There are more ways for soldiers to enter battlefield (for example they can use ropes instead of slowly walking out of [[Skyranger (EU2012)|Skyranger]]). &lt;br /&gt;
* The [[Museum (EU2012)|Museum]] map has been removed for both [[Alien Abductions (EU2012)|Abductions]] and the Council mission. The  Terror version of [[StreetHurricane (EU2012)|Street Hurricane]] replaces the Museum map for the Thomas Hutch [[Extraction (EU2012)|extraction]] mission.&lt;br /&gt;
* [[GasStation (EU2012)|GasStation]] and [[Demolition (EU2012)|Demolition]] maps have been replaced by new versions.&lt;br /&gt;
* The [[HighwayFallen (EU2012)|HighwayFallen]] map can now be played as a Terror mission. &lt;br /&gt;
&lt;br /&gt;
====List of New Maps====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! &#039;&#039;&#039;New Maps&#039;&#039;&#039;!! &#039;&#039;&#039;Redesigned Maps&#039;&#039;&#039; !! &#039;&#039;&#039;Different Starting Areas&#039;&#039;&#039; !! &#039;&#039;&#039;Covert Extraction&#039;&#039;&#039; !! &#039;&#039;&#039;Covert Data Recovery&#039;&#039;&#039; !! &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*Small Scout Farm&lt;br /&gt;
*Small Scout Nuked City&lt;br /&gt;
*Small Scout Roadhouse&lt;br /&gt;
*Large Scout City&lt;br /&gt;
*Pier A Terror&lt;br /&gt;
*Office Paper Terror&lt;br /&gt;
*Portent (Progeny)&lt;br /&gt;
*Deluge (Progeny)&lt;br /&gt;
*Furies (Progeny)&lt;br /&gt;
*EXALT HQ Assault&lt;br /&gt;
*XCOM HQ Assault&lt;br /&gt;
*XCOM HQ Multiplayer &lt;br /&gt;
*Meld Tutorial - a.k.a. Ice Cream Shop&lt;br /&gt;
*Chryssalid Hive&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*Demolition (EWI)&lt;br /&gt;
*Fast Food (EWI) - a.k.a. Bank&lt;br /&gt;
*Office Paper (EWI) - a.k.a. Tire Shop&lt;br /&gt;
*Highway Construction (EWI)&lt;br /&gt;
*Street Overpass (EWI)&lt;br /&gt;
*Gas Station (EWI)&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*Research Outpost (EWI)&lt;br /&gt;
*Convienience Store (EWI)&lt;br /&gt;
*Truck Stop (EWI)&lt;br /&gt;
*Commercial Alley (EWI)&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*Military Ammo&lt;br /&gt;
*Liquor Store&lt;br /&gt;
*Trainyard&lt;br /&gt;
*Highway Construction (EWI)&lt;br /&gt;
*Convienience Store (EWI)&lt;br /&gt;
*PierA Terror&lt;br /&gt;
*Street Overpass (EWI)&lt;br /&gt;
*Commercial Alley (EWI)&lt;br /&gt;
*Research Outpost (EWI)&lt;br /&gt;
*Portent&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*Industrial Office&lt;br /&gt;
*Rooftops Const&lt;br /&gt;
*Boulevard&lt;br /&gt;
*Gas Station (EWI)&lt;br /&gt;
*Truck Stop (EWI)&lt;br /&gt;
*Demolition (EWI)&lt;br /&gt;
*Highway Construction&lt;br /&gt;
*Office Paper (EWI)&lt;br /&gt;
*Police Station&lt;br /&gt;
*Commercial Restaurant&lt;br /&gt;
|&lt;br /&gt;
*Rooftops Construction&lt;br /&gt;
*Observatory - Research Outpost (EWI)&lt;br /&gt;
*Stop &#039;N Gulp - Gas Station (EWI)&lt;br /&gt;
*Ruined Fishing Village - Chryssalid Hive&lt;br /&gt;
*Back Alley - Commercial Alley (EWI)&lt;br /&gt;
*Fast Food Joint&lt;br /&gt;
*XCom HQ&lt;br /&gt;
*Wrecked Pier - PierA Terror&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=200px perrow=5&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg|Small Scout Farm&lt;br /&gt;
File:XCOM Enemy_Within 2.png|Deluge&lt;br /&gt;
File:XCOM Enemy_Within 4.png|Small Scout Farm&lt;br /&gt;
File:New Map EW (EU2012).jpg|Small Scout Farm&lt;br /&gt;
File:XCOM Enemy_Within 6.png|Furies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Missions===&lt;br /&gt;
====Operation Progeny====&lt;br /&gt;
{{main|Progeny (EU2012)}}&lt;br /&gt;
{{:Progeny (EU2012)}}&lt;br /&gt;
=====Portent=====&lt;br /&gt;
{{main|Portent (EU2012)}}&lt;br /&gt;
{{:Portent (EU2012)}}&lt;br /&gt;
=====Deluge=====&lt;br /&gt;
{{main|Deluge (EU2012)}}&lt;br /&gt;
{{:Deluge (EU2012)}}&lt;br /&gt;
=====Furies=====&lt;br /&gt;
{{main|Furies (EU2012)}}&lt;br /&gt;
{{:Furies (EU2012)}}&lt;br /&gt;
====XCOM HQ Base Defense====&lt;br /&gt;
{{main|XCOM Base Defense (EU2012)}}&lt;br /&gt;
{{:XCOM Base Defense (EU2012)}}&lt;br /&gt;
====Site Recon====&lt;br /&gt;
{{main|Site Recon (EU2012)}}&lt;br /&gt;
{{:Site Recon (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* There is an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the [[Squads (EU2012)|squad]] lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;s voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalisation applies to soldiers [[Nicknames (EU2012)|nicknames]] as well.&lt;br /&gt;
* As part of the previous, Saudi Arabia has been replaced with Poland in the list of countries where you can recruit your soldiers. &lt;br /&gt;
* [[Memorial (EU2012)|Memorial]] (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].&lt;br /&gt;
** [[MEC Trooper (EU2012)|MEC Troopers]] have a new customization feature allowing to choose between tiger stripes, flames, or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors.&lt;br /&gt;
===Advanced Options===&lt;br /&gt;
Before starting a game it is possible to choose between a number of options:&lt;br /&gt;
*&#039;&#039;&#039;Tutorial&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Meld Tutorial&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Operation Slingshot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Operation Progeny&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ironman&#039;&#039;&#039; - Single save, no reloading when something goes wrong. Some people play &amp;quot;Honestman&amp;quot; a no-reloads campaign, but with the possibility to reload in case of bugs, misclicks, glitches, etc.&lt;br /&gt;
*&#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039; - To shut up Drs. [[Vahlen (EU2012)|Vahlen]] and [[Raymond Shen (EU2012)|Shen]]. &lt;br /&gt;
** Disables: warning about blowing up aliens, new UFO type comment, new armor &#039;demonstration&#039;, new alien type comment, &lt;br /&gt;
** Does not disable: Generator &amp;quot;watch your fire&amp;quot; comment, Computer &amp;quot;Bring it back&amp;quot; comment, Stasis Tank comment in Alien Base, comments at start of Council Missions&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Achievements==&lt;br /&gt;
{{Main|Achievements (EU2012)}}&lt;br /&gt;
The following [[Achievements (EU2012)|achievements]] are available on all platforms.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
|-&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|[[Image:Anger Management (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Anger Management&lt;br /&gt;
|Proc Combat Rush on the entire squad (min. 4)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. &#039;Pheromones&#039; have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rise of the Machines (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Rise of the Machines&lt;br /&gt;
|Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mutatis Mutandis (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Mutatis Mutandis&lt;br /&gt;
|Field a squad where all members have at least two modifications (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mental Minefield (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Mental Minefield&lt;br /&gt;
|Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Neural Feedback&#039;s base damage is 7. Weaken it before the Sectoid Commander&#039;s/Ethereal&#039;s turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tingling Sensation (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Tingling Sensation&lt;br /&gt;
|Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| In battle, soldiers with Bioelectric Skin can detect enemies behind doors and walls and such. Use of high explosives (and hoping it&#039;s a low-HP alien) is the easiest way to get this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Steel Martyr (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Steel Martyr&lt;br /&gt;
|Deploy three tactical subsystems on a single soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Fully upgrade a MEC unit&#039;s Power Armor&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Enemy Within (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Enemy Within&lt;br /&gt;
|Get a Soldier to have 5 modifications in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Who Needs Limbs (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Who Needs Limbs?&lt;br /&gt;
|Augment a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Little Bit Alien (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
A Little Bit Alien&lt;br /&gt;
|Modify a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mind the Step (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Mind the Step&lt;br /&gt;
|Jump two stories in one move in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Muscle Fiber Density Gen Mod&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Someone Your Own Size (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Someone Your Own Size&lt;br /&gt;
|Kill a Muton Berserker in melee combat in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| MEC unit with Kinetic Punch&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The Meld Squad (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
The Meld Squad&lt;br /&gt;
|Field a fully enhanced squad and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:By Our Powers Combined (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
By Our Powers Combined&lt;br /&gt;
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Nice Cover (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Nice Cover&lt;br /&gt;
|Use Collateral Damage to blow up a car in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires a MEC soldier&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Taking A Load Off (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Taking A Load Off&lt;br /&gt;
|Stop a squad member from suffocating in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shieldbuster (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Shieldbuster&lt;br /&gt;
|Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Guardian of Earth (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Guardian of Earth&lt;br /&gt;
|Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Medals are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.&amp;lt;br&amp;gt;Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pain in the Neck (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Pain in the Neck&lt;br /&gt;
|Cause an enemy to suicide&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|This is done by successfully stunning an EXALT enemy using an Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:An Army Of Four (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
An Army Of Four&lt;br /&gt;
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Solid Prospect (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Solid Prospect&lt;br /&gt;
|Complete Deluge&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|Progeny (Slingshot type Council mission)&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Ours are the Furies&lt;br /&gt;
|Complete Furies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Progeny (Slingshot type Council mission)&amp;lt;br&amp;gt;A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge&#039;s door. Destroy or deactivate it.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Remington (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Remington… Max Remington&lt;br /&gt;
|Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Flanking and grenades help, especially if, with Training Roulette, they&#039;re a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Elite Defense (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Elite Defense&lt;br /&gt;
|Beat a new special mission without losing any assets&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:G’day (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
G’day&lt;br /&gt;
|Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Elite Snipers will be carrying the EXALT version of the Laser Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Regenerate This (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Regenerate This&lt;br /&gt;
|Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Elite Medics will be carrying the EXALT Laser Assault Rifle&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All Hands on Deck (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
All Hands on Deck&lt;br /&gt;
|Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Security are in blue-tint armor. They&#039;re essentially Rookies, so beware Panic chains. Their Assault Rifles have a base damage of 4, so they&#039;re 1 point less useless than what you&#039;re saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apotheosis Denied (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Apotheosis Denied&lt;br /&gt;
|Deal with the newest global threat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| After &amp;quot;Where In The World&amp;quot;, clear out the EXALT base&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:They Shall Not Pass (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
They Shall Not Pass&lt;br /&gt;
|Eliminate all alien waves&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zom-B-Gone (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Zom-B-Gone&lt;br /&gt;
|Eradicate the infestation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Complete [[Site Recon (EU2012)|Site Recon]], aka &amp;quot;Operation: Run Like A Bitch&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Where in The World (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Where in the World&lt;br /&gt;
|Make certain of the new threat&#039;s location&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or savescum and go one by one)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Bugs (EU2012)|Bug]] Fixes==&lt;br /&gt;
Several issues have been fixed, including Line of Sight.&lt;br /&gt;
* Teleporting of aliens has been removed.&lt;br /&gt;
* Flanking bugs have been fixed.&lt;br /&gt;
** This includes the &#039;glitch&#039; of a cornered alien that&#039;s flanked and being Overwatched going into &amp;quot;panic&amp;quot; (a.k.a. &amp;quot;Overwatch Freeze&amp;quot;) and no longer taking actions.&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help [[Mods (EU2012)|modders]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more [[Maps (EU2012)|maps]] for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced.&lt;br /&gt;
* EXALT units can be used.&lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
===[[The Bureau: XCOM Declassified]]===&lt;br /&gt;
====William Carter====&lt;br /&gt;
{{Main|William Carter (EU2012)}}&lt;br /&gt;
{{Main|William Carter (Bureau)}}&lt;br /&gt;
* Giving a soldier the name &#039;&#039;&#039;[[William Carter (Bureau)|William Carter]]&#039;&#039;&#039; will bring forth an XCOM [[Hero (EU2012)|Hero]] in homage to the main character on the Bureau.&lt;br /&gt;
* Carter&#039;s fedora hat is now available as a new hair style.&lt;br /&gt;
{{:William Carter (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
* The [[Meld Recombination (EU2012)|Meld Recombination]] research project states on the project results description: &amp;quot;While searching our records for any references to a material with similar properties, I uncovered a number of redacted data stores created in the 1960s, but much of that information appears to be lost&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===[[TFTD|X-COM: Terror From The Deep]]===&lt;br /&gt;
* During the mission on the Chryssalid Hive, which takes place on a small fishing village off Canada, [[Bradford (EU2012)|Bradford]] will comment &amp;quot;That ship didn&#039;t just run aground... it looks like it was overrun. I&#039;d say that&#039;s the likely source of our Chryssalid problem... I guess we should just be thankful it wasn&#039;t a [[Shipping_Lane_Mission|cruise liner]].&amp;quot;&lt;br /&gt;
* Afterwards, if the mission is successful, the debriefing will say: &amp;quot;We&#039;ve got a hint of how at least one of the aliens would transform the Earth, if given the chance. We&#039;ll have to assess future risk to the world&#039;s oceans from the Chryssalid reproductive processes the squad documented.&amp;quot;&lt;br /&gt;
===Firaxis Games/Sid Meier===&lt;br /&gt;
[[File:DeAngelis Bank Picture.png|128px|right|DeAngelis game image]]&lt;br /&gt;
* A picture of Garth DeAngelis, Lead Producer on Enemy Unknown and Associate Producer on Enemy Within, can be seen on the FastFood EWI map, a.k.a Bank.&lt;br /&gt;
* One EW achievement is called &#039;&#039;&#039;Remington... Max Remington&#039;&#039;&#039; (&#039;&#039;Sid Meier&#039;s Covert Action&#039;&#039;)&lt;br /&gt;
* Two new lines of dialogue have been added to Bradford:&lt;br /&gt;
** &amp;quot;Don&#039;t patch that through - No....we&#039;re here to track alien activity, not investigate haunted houses.&amp;quot; (&#039;&#039;Haunted Hollow&#039;&#039;)&lt;br /&gt;
** &amp;quot;I don&#039;t want to hear anything else about forming an ace patrol... we don&#039;t have time for alien dogfights.&amp;quot; (&#039;&#039;Sid Meier&#039;s Ace Patrol&#039;&#039;)&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=65368</id>
		<title>Known Bugs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=65368"/>
		<updated>2015-06-06T15:10:35Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Tanks have full ammo during Base Defence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Construction Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Base Disjoint Bug ===&lt;br /&gt;
Base facilities built along the right or bottom edges of the base building area may end up being cut off from each other by dirt walls, a bug in the routine meant to keep soldiers from accidentally exiting the map edges during [[Base Defence]] missions. The dirt walls can be knocked down by Blaster Bombs or excessive amount of heavy plasma fire during combat but are otherwise unbreakable. &lt;br /&gt;
&lt;br /&gt;
[[image:bdb.gif|center|Base Disjoint Bug]]&lt;br /&gt;
&lt;br /&gt;
The walls marked in white are removed if there is an adjacent module. All green modules are not affected while the yellow modules are. The red module will be sealed off completely if anything smaller than a hangar is placed here at any given time. &lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]] works around this problem by stripping out the walls entirely in all the base modules.&lt;br /&gt;
&lt;br /&gt;
The bug can be profitable if the hangars and the lift are accessible only through in these areas - you can gather and supply all your soldiers heavily without aliens interfering, then knock a hole in the wall and cover the area with explosives and blaster launcher fire.&lt;br /&gt;
&lt;br /&gt;
===Displayed Base Maintenance Costs===&lt;br /&gt;
Although X-COM charges the right monthly fees for base modules, the maintenance fee displayed &#039;&#039;in the base info screen&#039;&#039; is always wrong. The displayed number is actually based on the placement within the base grid, &#039;&#039;&#039;not&#039;&#039;&#039; the price displayed in the in-game UFOpaedia. However, at the end of the month, the right fee is deducted. For more information, see [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]]. The Geo finance Graph shows a correct maintenance summary ([[LIGLOB.DAT]], updated once a month). Also see the next section.&lt;br /&gt;
&lt;br /&gt;
===Paying For Dirt===&lt;br /&gt;
If you take down any facility in any base that you own and leave bare dirt, then you will continue to pay maintenance on it. But not at the old rate of whatever the facility cost per month, filling the hole back with dirt means it needs special attention at all times by specialists. In fact for every square of dirt you have that used to be a facility you will pay 80k per month. Thats 320k per hangar you take down. There are only two known ways to stop paying this premium - if you completely dismantle the base you stop paying any money for it, or if you build over all the spaces that you have vacated. In fact as soon as you start building the new facility you stop paying the premium, as well as not having to pay the cost of the new facility until it is complete.&lt;br /&gt;
&lt;br /&gt;
It is also possible to stop the 80k per month charge by hex editing the base.dat file in the save game.  If you change the byte that indicates the number of days until the destroyed module from 00 to ff, you no longer pay for the dirt.&lt;br /&gt;
&lt;br /&gt;
If you start a facility and change your mind before it is complete, after the time when it would have completed you will start paying this 80k premium on that land as well.&lt;br /&gt;
&lt;br /&gt;
Note that this also applies to facilities that have been destroyed due to battle damage in [[Base Defence]] missions. If you have lost a facility in a base defence mission and you cannot afford to replace the original facility, consider building something cheap here to keep down this bug.&lt;br /&gt;
&lt;br /&gt;
===Base Facility Dismantle-Construction Crash===&lt;br /&gt;
In the Collectors Edition version, dismantling a facility while its construction is in progress can cause a crash when a second facility on another base square completes its construction.  To work around this, dismantle a facility only after its construction is complete.  If you have already dismantled such a facility, build something like a general stores on the same square to avoid the crash.  It is not known if this crash happens intermittently or always, or if it happens on most versions of the game or just the Collectors Edition.&lt;br /&gt;
&lt;br /&gt;
===Radar Stacking===&lt;br /&gt;
Despite the &amp;quot;Short Range&amp;quot; and &amp;quot;Long Range&amp;quot; detection bars displayed on each base&#039;s Information screen, only one radar of each type will be used at each base. Building additional radars of the same type will have no effect. One short and one long are useful until the [[Hyper-wave Decoder|Hyper-Wave Decoder]] makes both of them obsolete.&lt;br /&gt;
&lt;br /&gt;
===Phantom Radar===&lt;br /&gt;
When you dismantle detection equipment such as a radar or hyperwave detector, the related detection ability of the base does not decrease until a new facility of some kind is built in that base. Until a new facility is completes building at that base, the base continues to use this &amp;quot;phantom radar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This bug allows you to &amp;quot;upgrade in place&amp;quot;, for example building a new Hyper-Wave Decoder over the top of an existing Large Radar, and retaining the detection capability of the Large Radar until the Hyper-Wave Decoder completes building. (Unless something else completes building first).&lt;br /&gt;
&lt;br /&gt;
===Fixes for Base Construction Bugs===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, [[XcomUtil]] prevents the Base Disjoint bug (crudely). The [[User:Spike#Base_Fixer|BaseFixer]] utility corrects the Paying for Dirt, Phantom Radar, and Radar Stacking bugs. BaseFixer can be used manually on saved game files, or automatically via XcomUtil&#039;s hook mechanism.&lt;br /&gt;
&lt;br /&gt;
All these issues are also fixed by [[UFOextender]].&lt;br /&gt;
&lt;br /&gt;
==Geoscape Bugs==&lt;br /&gt;
&lt;br /&gt;
===First Radar Detection Data bug===&lt;br /&gt;
When a UFO is detected by a radar, you get certain data on it depending on the type of radar that detected it.  If the UFO later enters the range of another radar while staying in the range of the first, you will continue to get the initial data given, even if the new radar is more powerful than the first!  So if you detect a craft with a [[Small Radar System]], then the UFO moves into the range of a [[Hyper-wave Decoder]], clicking on the UFO will only give you the data as if the Small Radar detected it, so long as it remains in the Small Radar range!  In effect, the data you get about a UFO is determined when you first detect it, and not changed after that until you lose detection on the craft with the radar that first detected it.&lt;br /&gt;
&lt;br /&gt;
This bug most commonly shows up when a UFO is first detected by a patrolling aircraft and then remains in the range of the aircraft while also entering the range of a Hyper-Wave Decoder.&lt;br /&gt;
&lt;br /&gt;
=== Minimized Interceptor Bug ===&lt;br /&gt;
One fairly consistent cause of crashes is saving the geoscape game during a UFO standoff, with a [[UFO Interception]] window minimized to an icon. The next mission after that point will likely dump you to the green text screen, and perhaps an earlier battlescape mission instead of the proper one. What it seems to do is zoom back out of the combat too far when the fight is over, eventually causing the crash once it has gone a couple of steps further than it normally allows you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Open up [[UIGLOB.DAT]] in a hex editor. Change hex offset 0x06 to 00. This will reset the number of minimized interceptor windows to zero. Your interceptor unit can be selected to either return to base or continue on to complete its ground assault mission. &#039;&#039;NOTE: Make sure to back up your save game before editing it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- I was able to recover from this state by quickly sending in another interceptor ([[Firestorm]]) to take over, which allowed my first interceptor ([[Avenger]]) to break off and go home without crashing the game again. After the shootdown I overwrote the buggy savegame. --[[User:JellyfishGreen|JellyfishGreen]] 03:11, 22 Aug 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This happened to me also. I fixed it by replacing &amp;quot;[[UIGLOB.DAT]]&amp;quot; in the save folder with the same file from another saved game (from the same campaign a month earlier) [[User:bylund|bylund]] 00:15, January 12, 2007 (GMT+01)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interceptions: Last Shot Always Misses ===&lt;br /&gt;
When using Cautious attack when [[UFO Interception|intercepting a UFO]], your craft will stay at the maximum range of your longest-range weapon.  When using Standard attack, your craft will stay at the maximum range of your shortest-range weapon.  (Usually players use two weapons of the same type, so Cautious and Standard attack will behave the same in this regard.)&lt;br /&gt;
&lt;br /&gt;
As soon as the craft fires its last shot (expending all its ammo), it will drop back to &amp;quot;Standoff&amp;quot; range (70km).  This will make it appear that the UFO has backed away while the last missile(s) are in-flight, causing them to miss.  &lt;br /&gt;
&lt;br /&gt;
In order to hit a UFO with your last salvo of missiles (Stingrays, Avalanches, or Fusion Balls), you must switch to &amp;quot;Aggressive&amp;quot; attack before the last salvo reaches the UFO.  This will cause your craft to close in with the UFO, allowing the missiles to be in range when they reach the UFO.  However, Aggressive attacks will also bring you within range of the UFO&#039;s weapons, so you should hit the &amp;quot;Disengage&amp;quot; button as soon as the last salvo hits.&lt;br /&gt;
&lt;br /&gt;
===Elerium-fueled Craft Bug===&lt;br /&gt;
A [[Skyranger]] or [[Interceptor]], once dispatched, will return to base when its fuel supply has dropped to a level that it will only have just enough fuel to return to base.  Craft fueled by Elerium-115, however, will always report the &amp;quot;Low Fuel&amp;quot; message as soon at the fuel supply is 50% depleted, no matter where they are on the globe.  This significantly shortens the already minute time that a [[Firestorm]], [[Lightning]], or [[Avenger]] can be dispatched to patrol.&lt;br /&gt;
&lt;br /&gt;
===Medic Research Bug===&lt;br /&gt;
&lt;br /&gt;
The array holding live alien and autopsy data to randomly provide when an alien Medic is researched is four bytes too short. What this means in practice is that if you interrogate an alien Medic before you have at least two of these topics unlocked, the game will crash. To avoid this bug, do not research any alien Medics until you have performed either: a) two alien autopsies, b) an alien autopsy and an alien interrogation, or c) two alien interrogations of different species.&lt;br /&gt;
&lt;br /&gt;
===Never-ending Retaliation Bug===&lt;br /&gt;
Some times the aliens will send a [[battleship]] on a [[Alien_Retaliation|retaliation mission]] to the &amp;quot;wrong&amp;quot; base. F.ex: the [[Hyper-wave_Decoder|hyper-wave decoder]] may report its destination as South East Asia, but the ship will actually fly to your base in North America and attack it.&lt;br /&gt;
&lt;br /&gt;
Even if the battleship succeeds in getting past the base defences and its crew is subsequently defeated, the aliens won&#039;t &amp;quot;forget&amp;quot; the base&#039;s location as they normally do and instead keep sending another battleship every week or so. If your base is constructed with [[Base_Layout_Strategy|defendability]] in mind and crewed by experienced operatives this will net you heaps and heaps of alien weapons, corpses and prisoners very quickly. The downsides are, of course, playing the same base defence mission over and over again and having to maintain a garrison there at all times.&lt;br /&gt;
&lt;br /&gt;
More research is needed to find out what causes this bug, but it &#039;&#039;could&#039;&#039; have something to do with [[Mind_Shield|mind shields]] being finished between the scouting and assault parts of the aliens&#039; retaliation mission.&lt;br /&gt;
&lt;br /&gt;
=== Early Base Defence bug ===&lt;br /&gt;
&lt;br /&gt;
XBASE.DAT has 12 entries for each valid mission zone.  However, the initialization routine for a new game only resets the first 8 entries. If some of these entries have leftover data from a previous game, this may spawn an alien [[Battleship]] attacking the location specified, usually your first base. This results in an unprovoked [[Base Defence]] mission, within the first two weeks of the new game! (Normally, the aliens don&#039;t try to attack your bases unless you intercept UFOs, and they have to [[Alien Retaliation|search for a base]] before a Battleship can be deployed to assault it.)&lt;br /&gt;
&lt;br /&gt;
=== Cash Rollover Bug ===&lt;br /&gt;
&lt;br /&gt;
When your cash balance goes over $2,147,483,647, it will rollover and become  $-2,147,483,647. Which means your game is done for, unless you use an editor. Fortunately, by the time you accumulate this much cash, you have usually completed all necessary research to win the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When the game was written, the largest unit that a programmer had available was a DWORD. The programmers did not make this  unsigned (if that was possible back in the early &#039;90s) so the largest amount that could be stored is 7FFFFFFh, which is 2147483647.&#039;&#039;[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&lt;br /&gt;
== Battlescape Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Load bug after successful mission ===&lt;br /&gt;
After you finish a game you have saved and load the same game file again - the alien side goes first! I think it may be caused when you succesfully complete the mission and you get a notification like that the alien has died beacuse of no alien containment. The game still thinks that it is the aliens&#039; turn. So when I load the mission again- the aliens move first. If you load the same saved game again it will be OK. [[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
===Time Units Missing===&lt;br /&gt;
Very rarely when you end your first turn and all your units are inside the Skyranger in the next turn they all only have 4 time units remaining.&lt;br /&gt;
&lt;br /&gt;
=== Faulty Large Units ===&lt;br /&gt;
If you move a tank off a northward facing ledge, the rest of the tank will sink into a wall (if there is one), and cause the tank to get stuck. This won&#039;t happen if the tank moves off a south facing ledge as the primary quarter will fall after the rest of the tank. Aliens can also get stuck this way.&lt;br /&gt;
&lt;br /&gt;
Another, potentially annoying bug occurs when a large unit&#039;s graphics become messed up. During a base defence mission, a rocket tank may end up looking like 4 silacoids bunched together.&lt;br /&gt;
&lt;br /&gt;
===Unconscious Units are items===&lt;br /&gt;
This is actually an intentional programming choice... but it leads to several consequences which are bugs.&lt;br /&gt;
&lt;br /&gt;
Firstly, any unconscious unit can be killed instantly by even a weak explosion, like being nearby an exploding AC-HE shell... even a Muton with 125 Health or an X-com agent in Flying Armor whose high armor ratings normally make him immune to AC-HE damage.&lt;br /&gt;
Secondly, no experience is gained for killing enemies in this manner.&lt;br /&gt;
&lt;br /&gt;
You can prevent an unconscious unit&#039;s death from an explosion by picking it up... if a blaster bomb strikes the carrier and kills him, the unconscious unit will safely fall to the floor, unharmed.&lt;br /&gt;
&lt;br /&gt;
Unlike a conscious unit (not wearing x-com armor), an unconscious unit can laze about in the middle of a fire without taking damage, since a UNIT standing in fire takes damage, but an unconscious unit is an item, which all ignore fire.&lt;br /&gt;
&lt;br /&gt;
Forcing an MCed alien to pick up an unconscious X-com agent and carry him in its right hand can cause weird things to occur when you release the mind control. I think the game might crash when the alien tries to shove the agent into its magic pocket.&lt;br /&gt;
&lt;br /&gt;
If a non-flying unconscious unit wakes up while being carried by a flying unit, it will gain some sort of temporary hover ability. (I once placed an unconscious Chryssalid in my flying agent&#039;s backpack. A few turns later, some growls and screams were heard from overhead.)&lt;br /&gt;
&lt;br /&gt;
Save space! Each conscious unit takes up 1 tile (4 tiles for large units). An unconscious unit does not use up the tile... this might conceivably be useful if you wanted to abort a mission, but several panicked units were preventing other agents from boarding the skyranger...  &lt;br /&gt;
X-com agents refuse to ride piggyback or be picked up while conscious. So, if you want a non-flying unit to reach an 2nd floor place with no stairs or elevator, you will have to knock him out, then either throw him up, or have a flying unit pick him up and drop him... and presumably administer stimulant.&lt;br /&gt;
&lt;br /&gt;
This also leads to the INVISIBLE UNIT glitch. Frequently happens during Base Defence missions, since the item table is usually maxed out. Basically, the item table is so full that killed units do not leave corpses. However, this also means that unconscious units do not turn into  the Unconscious Unit item. The KOed unit will disappear from sight, but will still be visible as a red number and as a blue/yellow dot on overhead map. Since the unit is still a unit and not an item, you will be able to shoot it with projectile weapons and kill it. ALSO, this method enables you to raise any unit&#039;s stun bar all the way to 255, since you can still increase the stun meter, despite them already being unconscious.&lt;br /&gt;
&lt;br /&gt;
===Funky Fire===&lt;br /&gt;
If a unit (alien or friendly) is on fire or standing in flames, an [[Incendiary]] explosion &#039;&#039;anywhere else on the map&#039;&#039; will do a small amount of damage to it, even if you just shoot an IC round at a random patch of ground. &lt;br /&gt;
&lt;br /&gt;
Similarly, if a unit (friendly units only) is standing in smoke when an incendiary explodes, it will take stun damage. This makes the combination of incendiary munitions and smoke quite hazardous until such time as all troops are armored.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;There is a [[Talk:Incendiary#Incendiary_Bug|working hypothesis]] for&amp;lt;/s&amp;gt; The cause of this bug is that each and every Incendiary explosion triggers the &amp;quot;Smoke and Fire&amp;quot; routine: applying fire damage, applying stun damage from smoke, calculating fire and smoke spreading, and &amp;quot;catch on fire&amp;quot; checks for units in fire.  &lt;br /&gt;
&lt;br /&gt;
Note that X-Com units wearing any kind of armor are immune to fire damage and IC-induced stun damage. Xcom HWPs are immune to stun, but take 40% damage from Incendiaries and WILL get killed quite efficiently by funky fire.&lt;br /&gt;
&lt;br /&gt;
===Tanks have full ammo during Base Defence===&lt;br /&gt;
HWPs in Enemy Unknown/UFO Defense and SWS in Terror From the Deep will always have full ammunition during a Base Defence mission even if there is not enough ammunition in storage to have them fully armed. &lt;br /&gt;
&lt;br /&gt;
This occurs because tanks are always initialised with full ammunition when they are spawned in the battlescape. However, the game does not make the necessary adjustments to their ammunition supplies and leaves them fully armed. Any ammunition that was in storage will be consumed normally. &lt;br /&gt;
&lt;br /&gt;
After the battle, any left over ammunition will be recovered and added to stores. If a base is regularly attacked, this can be [[ExploitsA#Free_Ammo_for_Tanks|exploited]] to create large amounts of ammo for free by sending away all of the ammunition to another base after each battle (particularly for Hovertanks/Launcher and Displacers/P.W.T., since their ammunition must otherwise be manufactured from alien materials).&lt;br /&gt;
&lt;br /&gt;
Note that this bug will arm a [[Coelacanth/Gauss]] in Terror From the Deep, but you will not recover any ammunition from it due to its own specific arming bug.&lt;br /&gt;
&lt;br /&gt;
=== Collectors Edition Blaster Bomb Bug ===&lt;br /&gt;
&lt;br /&gt;
Also known as Vertical Waypoint Blaster Bomb Bug. &lt;br /&gt;
&lt;br /&gt;
In the Collectors Edition of UFO, the [[Blaster Launcher]] has a bug that prevents it from going up or down on the same tile. Or in other words, you cannot change the elevation of the missile vertically on the same tile. &lt;br /&gt;
&lt;br /&gt;
Instead of flying down (or up) to the next waypoint, it will instead fly directly to the south at the pivot waypoint. Relative to the screen, this would be the lower left side of the screen. &lt;br /&gt;
&lt;br /&gt;
This does not happen if you plot the waypoints at an angle. Or, if the blaster bomb flies right off the map, it will reappear at the proper waypoint as long as  there are additional waypoints placed after the vertical move. The bug makes it impossible to fire Blaster Bombs up or down elevator shafts. Aliens are also affected by this bug. &lt;br /&gt;
&lt;br /&gt;
The Blaster Bomb bug in turn permits the [[Tactical Exploits#Milking Alien Bases|Elevator Shielding - Base Milking Exploit]], which provides unlimited risk-free experience and ultra-low-risk booty, so fixing it is a Good Thing. Base Milking in general is a legitimate tactic, but doing Base Milking risk-free via the Elevator Shielding is just an exploit.&lt;br /&gt;
&lt;br /&gt;
This bug also applies to the [[Disruptor Pulse Launcher]] in TFTD.&lt;br /&gt;
&lt;br /&gt;
===Blaster Launcher Dud Shells Bug===&lt;br /&gt;
&lt;br /&gt;
Shots which have only one waypoint, or explode before reaching their first waypoint, leave the Blaster Launcher showing 0 rounds, but still containing a dud shell which must be unloaded before the launcher can be reloaded. On earlier versions of the game (pre-Win CE) this also happens with reaction fire, and with 1-waypoint shots that fly off the map. &lt;br /&gt;
&lt;br /&gt;
=== The trouble with Mines in General === &lt;br /&gt;
&lt;br /&gt;
Proximity mines are strangely implemented in UFO and TFTD. While they behave as you would expect them to half of the time, the mines do not behave like conventional weapons. &lt;br /&gt;
&lt;br /&gt;
First, experience attribution is awarded to the person that sets off the mine. &lt;br /&gt;
&lt;br /&gt;
Secondly, the armed states for [[Proximity Grenade]]s in both UFO and TFTD are NOT stored in save games. If a proximity grenade is primed, then the game is saved and reloaded, the grenade will not only not go off as it should, but the &amp;quot;Prime Grenade&amp;quot; action will still be absent, so it&#039;s impossible to re-arm it.&lt;br /&gt;
&lt;br /&gt;
=== Grenade Timer Behaviour === &lt;br /&gt;
&lt;br /&gt;
A primed explosive (Grenade, High Explosive, Alien Grenade) will not explode if it&#039;s still in your inventory (hand, belt etc) when the timer runs out. It will only detonate when it&#039;s on the ground. If your soldier falls unconscious or gets killed, the primed explosive will be counted as being on the ground. Then it will blow up, likely taking out your gear and body. This &#039;feature&#039; allows for the hot potato or [[Grenade Relay]] strategy which is fairly unique to X-COM where a live grenade well past its use-by date can be passed from squad member to squad member. &lt;br /&gt;
&lt;br /&gt;
For a more a detailed explanation on detonation conditions, see [[Understanding Grenades]].&lt;br /&gt;
&lt;br /&gt;
=== Mountain Map ===&lt;br /&gt;
Due to a bug in the way this tileset was created, when you shoot the ground, it doesn&#039;t burn up - it turns into a tree stump.&lt;br /&gt;
&lt;br /&gt;
Because the stump is on object, as opposed to actual ground, any objects that were in the tile already (for example, UFO hulls or the landing gear of your craft) get replaced by these stumps, making it seem as if they were destroyed.&lt;br /&gt;
&lt;br /&gt;
Tree stumps don&#039;t take much damage, so they often get burnt up immediately if an explosive goes off, leaving nothing but burnt ground behind. It is easier to view the effects of this bug by shooting the ground instead.&lt;br /&gt;
&lt;br /&gt;
For more details, see [[Explosions#Mile-High_Madness|Mountain Madness]].&lt;br /&gt;
&lt;br /&gt;
=== What just exploded? ===&lt;br /&gt;
In some versions of the game, a bug allows an armed proximity mine to transfer its properties to some other item in the next mission, which then may explode unexpectedly.  (If the item is left on the floor of the XCOM craft, it will explode as you walk past it.)  This problem can be rectified by reloading the game -- as a precaution, save before you move your first soldier.&lt;br /&gt;
&lt;br /&gt;
=== Door jam ===&lt;br /&gt;
If a door is open when a game is saved on the Battlescape and that game is subsequently restored, the door will remain open for the remainder of that mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MIA Bugs ===&lt;br /&gt;
&lt;br /&gt;
The routine which checks whether units are &amp;quot;Missing in Action&amp;quot; or not has several bugs in it. Specifically:&lt;br /&gt;
&lt;br /&gt;
* Soldiers that have been [[Psionics|mind-controlled]] and not yet returned to X-Com control (whether by mind-control on the final turn, or because they were stunned while mind-controlled and haven&#039;t woken up yet) will be listed as MIA and permanently lost.&lt;br /&gt;
&lt;br /&gt;
* If you abort a mission while aliens are under X-COM mind-control, you will be penalised for any mind-controlled aliens outside the exit area as though they were MIA (-20 points each). In PlayStation versions of the game, this does not occur as all mind-controlled aliens at mission end are considered captured.&lt;br /&gt;
&lt;br /&gt;
* The only action which resets the location of unconscious soldiers, for the purposes of the MIA algorithm, is &#039;&#039;&#039;dropping&#039;&#039;&#039;. As such, soldiers carried or thrown back into the dropship and not subsequently dropped inside will be listed as MIA and permanently lost, while soldiers stunned or dropped inside the dropship and carried or thrown outside will be recovered safely.&lt;br /&gt;
&lt;br /&gt;
===20 Proximity Grenade Limit===&lt;br /&gt;
&lt;br /&gt;
The array used to denote armed [[Proximity Grenade]]s is limited to 20 entries, meaning you are limited to 20 active mines at a time.  The 21st and subsequent Proximity grenades can be primed like normal and will give appropriate messages, but they will not detonate even when the normal trigger conditions are met.  Note that Proximity Mines that have detonated or otherwise been destroyed are removed from the array, freeing up positions; the limit is 20 ACTIVE Proximity Grenades at one time.  In normal gameplay, this is probably not a restriction, in light of the [[Known_Bugs#80-Item_Limit|80 Item Limit]], since you&#039;d need to have more than 1/4th of the cargo space in the dropship filled with Proximity Grenades.&lt;br /&gt;
&lt;br /&gt;
===Base Defence Elerium bug===&lt;br /&gt;
&lt;br /&gt;
On DOS versions of UFO Defense, Elerium pods may spawn as items from the base stockpile during a Base Defence bug.  Each pod represents 50 units of Elerium and will be normally collected after the mission, same as any other item such as Heavy Lasers or Blaster Bombs. HOWEVER. The program will potentially generate 1 elerium POD for every 1 UNIT of elerium in your inventory. Thus, if you had only 10 lasers and 50 Elerium listed in your Sell screen, you would see 10 lasers and 50 Elerium Crystals in your Soldier Equip Screen, which would translate to 50 Elerium pods and 10 lasers scattered around your base. This equals 2500 Elerium, BTW. You basically have the potential to multiply your elerium stocks by 50.&lt;br /&gt;
&lt;br /&gt;
===Berserk HWP crashes the game===&lt;br /&gt;
&lt;br /&gt;
Admittedly, this is unlikely to arise under normal play. But, anyhow, your HWPs can only lose morale by killing friendly units. Not much for each unit killed, either. Anyhow, a berserk HWP will crash the game. (except for the Hovertank/Launcher, which does not fire when it goes berserk.)&lt;br /&gt;
Likewise, if you MC a cyberdisc or Sectopod and have it kills lots of aliens, it&#039;ll go berserk and crash the game. The error happens because of an oversight from the developers: the built-in weapons of HWP are handled differently from handed weapons, no OBDATA.DAT entries exist for them. The berserk code will try to access the nonexistent entry, resulting in a crash. The Celatid has yet to be tested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The part about HWPs only losing morale by blue-on-blue isn&#039;t true: I had a rocket tank go berserk on me in a terror mission when a floater blew up my whole force with a single grenade in the first alien turn. The game crashed alright; I have the CE version with UFOextender.--[[User:Amitakartok|amitakartok]] 08:24, 11 January 2012 (EST)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Unless my memory is playing tricks on me, I clearly remember an very bizarre incident like yours but where the rocket HWP panicked (all other X-COM units had just been killed) but the game didn&#039;t crash (I play the DOS version) and the tank shot all its rockets randomly until it ran out of ammo. I remember that its TU numbers being while firing showed 255 TUs or some other impossible value (I hadn&#039;t done any manual edits). I don&#039;t remember if it crashed at the end but it did fire!&#039;&#039; [[User:Hobbes|Hobbes]] 10:47, 11 January 2012 (EST)&lt;br /&gt;
::&#039;&#039;And this reminds me of yet another panicked HWP incident but involving a Cannon HWP. I was expecting it to waste all its ammo (based on my previous experience) but it only fired a few shots and the TU level didn&#039;t went up crazy.&#039;&#039; [[User:Hobbes|Hobbes]] 10:47, 11 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
===Limited Unit Slots - Battlescape Crash===&lt;br /&gt;
&lt;br /&gt;
This tends to arise during Base Defence Missions. The game is was designed to be limited to 40 soldiers/hovertanks and XXXX aliens for a total of XXXX . Having a full complement of soldiers during a Superhuman difficulty base defence will max out these limits. Thus when either side starts playing around with mind control too much, something goes wrong causing the entire game to crash.&lt;br /&gt;
It might also be something to do with maximum items on the battlescape.&lt;br /&gt;
In any case, the workaround seems to be killing aliens and destroying items on the battlescape... doesn&#039;t always work, but it seems to help.&lt;br /&gt;
You might want to make several in-battle saves for these situations, even if you normally play Ironman mode.&lt;br /&gt;
&lt;br /&gt;
===Left arm fatal wound instead of torso (energy penalty)===&lt;br /&gt;
&lt;br /&gt;
According to UFO Defence [http://cdn.steampowered.com/Manuals/7760/x-com%20ufo%20defense%20manual.pdf manual], torso fatal wounds affect energy replenish rate, which is logical. But in the game fatal wounds of the &#039;&#039;&#039;left arm&#039;&#039;&#039; affect energy replenish rate, &#039;&#039;&#039;not the torso&#039;&#039;&#039;. Which is an obvious coding bug (though not a fatal one).&lt;br /&gt;
&lt;br /&gt;
===Invisible Chryssalids===&lt;br /&gt;
&lt;br /&gt;
After reloading a saved game with a mission where zombies are present, the resulting Chryssalids might be invisible.  This only happens when zombies are present but all Chryssalids are either dead or KO.  This issues occurs because the load-game routine only loads graphics files for active units.  When the chryssalids&#039; files are loaded, the game also loads the files for zombies but this is not true in reverse.  [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&lt;br /&gt;
== Character Inventory Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Alien Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; When examining an Alien&#039;s inventory (via an Exploit), you will see that sometimes the alien will stack multiple items of equipment on the same slot - its right leg. It&#039;s not always obvious that there are multiple objects in the slot until you &#039;pick up&#039; the first object and can see other objects still in the slot. &lt;br /&gt;
Before you remove an item from the Alien&#039;s right leg, make sure you have enough time units to place it somewhere else. If you run out of time units, you will likely have to force a quit and cannot save your game. It &#039;&#039;&#039;may&#039;&#039;&#039; be possible to move the item to the left leg slot for 0 TUs, &#039;&#039;&#039;if&#039;&#039;&#039; the item will fit in that slot. If not, you will have to terminate the game. (Press ALT-TAB to get to any other window, then CTRL-ALT-DEL to bring up Task Manager, and then terminate the process that corresponds to the game).&lt;br /&gt;
&lt;br /&gt;
=== Item-stacking Bug ===&lt;br /&gt;
It is possible to put more than one item in a given spot.  When an item is stacked with a [[Stun Rod]], this can make it possible for X-COM soldiers to perform &amp;quot;melee&amp;quot; attacks.  See [[Item Stacking Bug]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Carrying Unconscious Units===&lt;br /&gt;
If one of your soldiers is carrying an unconscious unit in their hands and the unit either wakes up from stun or dies, they will be removed from the Inventory display, but will still appear to be in the carrying soldier&#039;s hands in the Battlescape.  Clicking on the phantom body in the Battlescape will crash the game!&lt;br /&gt;
This error can be easily cleared by switching to the Inventory screen and moving another item into the hand that used to be carrying the body.  Even swapping the gun to the other hand will do.  Refer to : [[Unconscious#Bug|Unconscious]].&lt;br /&gt;
&lt;br /&gt;
===Disappearing Ammo===&lt;br /&gt;
Partially-used clips in alien or X-COM weapons disappear at the end of a mission. This dictates that you should try to use clips that are not full.  However, in DOS versions of the game, you can unload used clips to recover them as full clips with the tradeoff of all loaded clips (used or otherwise) will count as spent and disappear (this shouldn&#039;t seem to be a problem, until you start using blasters and will find that you&#039;re running out of ammo fast).  You can also use [[XcomUtil]] to recover partially used clips.  [[UFOextender]] will count up all the individual rounds of ammo present and repackage them into full clips at the end of a mission, so only the leftover ammo that cannot make a full clip is discarded. Even when used clips are discarded, you will still get credit ([[Scoring|score]]) at the end of missions for recovering them. &lt;br /&gt;
&lt;br /&gt;
When aborting a mission, any full clips loaded in any alien weapons brought back to the transport/access lift will not be recovered unless the clips are unloaded first. This includes [[Blaster Bomb]]s and [[Stun Bomb]]s.&lt;br /&gt;
&lt;br /&gt;
=== Ammo Weight Bugs ===&lt;br /&gt;
&lt;br /&gt;
In general, the game engine handles the weight allocation of ammo/clips &#039;&#039;&#039;loaded into weapons&#039;&#039;&#039; very badly. There was a good design to handle ammo weight, but it was not properly implemented. As a result there is a set of bugs relating to ammo/clip weight and encumbrance that share overlapping causes and effects.&lt;br /&gt;
&lt;br /&gt;
==== Equip Phase Ammo Load Error ====&lt;br /&gt;
&lt;br /&gt;
The game routine for placing ammo into weapons at the beginning of the equip phase does not correctly set all object and unit values. It should set the ammo as loaded into the weapon, the weapon as being held by the soldier, and the map position of the weapon and the ammo as the same as the soldier. Looks like it does not do one or more of these things. Whatever values the game doesn&#039;t set, do get set if you manually load or reload the weapon, either during the equip phase, or during the game. &lt;br /&gt;
&lt;br /&gt;
Specifically, the game&#039;s auto-equip functions at the beginning of the equip phase fail to set offset 0x04 of the [[OBPOS.DAT]] record to point to the soldier who owns the ammo. These functions leave the value = 0xff, which implies &amp;quot;on the ground&amp;quot;. They also leave the ammo location as being the equipment pile, rather than the location of the soldier. The other values are set correctly. Manually loading ammo into a weapon, during the equip phase or during combat, correctly sets all values. The ownership points to the soldier and the location to the soldier&#039;s location. &lt;br /&gt;
&lt;br /&gt;
This bug is the cause of [[Known_Bugs#Weightless_Loaded_Ammo|Weightless Loaded Ammo]]. Probably the only other impact of this bug is that XComUtil can&#039;t detect the fact that the ammo is loaded into the weapon, for the purpose of AutoCombat. It might have other subtle effects on any utilities that deal with equipping soldiers. &lt;br /&gt;
&lt;br /&gt;
====Weightless Loaded Ammo====&lt;br /&gt;
&lt;br /&gt;
Ammo that is automatically pre-loaded into a weapon at the start of the Equip Phase of a mission does not initially count towards any soldier&#039;s carried weight (Encumbrance). If the weapon is subsequently unloaded during the Equip Phase or later in the mission, the soldier&#039;s encumbrance will &#039;&#039;increase&#039;&#039;.  This will probably only be noticed if the unloaded clip was not discarded (e.g. because it was not fully empty). This is due to a bug in the game&#039;s original weight calculation routine that was uncovered (but not caused) by Seb76&#039;s inventory screen improvements.&lt;br /&gt;
&lt;br /&gt;
The Weightless Loaded Ammo bug slightly advantages X-Com. It leads to a set of relatively minor exploits. Using this bug, you can get weak soldiers to carry heavy weapons with (usually) a single clip and no TU penalty. For weapons that use multiple ammo types (which auto-equip with AP by preference), by manipulating the overall supply of ammo of different types you can to some extent persuade the auto equip algorithm to load your preferred ammo type for these weaker soldiers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:51, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Displaced Ammo Weight ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guidance: Apart from weapons pre-loaded by the game, be sure to unload any weapons before dropping them. Drop, pick up and transfer ammo only when it is not loaded into a weapon.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dropped ammo clips that are still loaded into dropped weapons are not un-assigned from the unit carrying them. The weight of the ammo / clips continues to count against the unit&#039;s [[Time Units#Encumbrance|Encumbrance]] as &#039;displaced weight&#039; that can&#039;t be removed by ordinary means. This is an original game bug that only becomes apparent when using mods that display the unit&#039;s current encumbrance. The effect continues until the ammo is unloaded (either by the original holder picking up the weapon again and unloading it, or someone else picking it up and unloading it). Once the ammo is unloaded, its weight is applied to the actual current holder, only, and is released from the original holder. &lt;br /&gt;
&lt;br /&gt;
This bug also applies during the Equip Phase, if one soldier loads a weapon, drops it, and another soldier picks it up. &lt;br /&gt;
&lt;br /&gt;
In some senses this bug is the opposite of the Weightless Ammo Bug, and each bug has probably tended to obscure the effects of the other. For example, clips affected by the Weightless Ammo Bug (clips automatically loaded by the game) are not so obviously affected by this bug, since their displaced weight is &#039;carried&#039; by the Equipment Pile rather than any specific Soldier. (In another sense, this is the same bug, with the weight displaced to the Equipment Pile rather than to another soldier.)&lt;br /&gt;
&lt;br /&gt;
See [[User_talk:Seb76#Inventory_screen_ammo_weight_bug|this discussion]] for more information on this bug.&lt;br /&gt;
&lt;br /&gt;
==== Ammo Weight Exploits ====&lt;br /&gt;
&lt;br /&gt;
As noted above, Weightless Ammo is, in itself, a minor exploit, since it provides some extra penalty-free carrying capacity in combat. &lt;br /&gt;
&lt;br /&gt;
On the face of it, the Displaced Weight Bug is not an exploit, since for every decrease in weight on one soldier there is a corresponding increase in weight on another soldier. However the Displaced Weight bug could potentially be exploited by having one soldier first load and then drop a lot of weapons, and then move away from the resulting pile to allow others to pick up. This would create a reserve of weapons where all the ammo weight was being &#039;carried&#039; by this &amp;quot;weight sink&amp;quot; soldier, freeing up encumbrance for other soldiers. For example, all recon and front line soldiers required to be mobile could get reduced weight, at the expense of a single soldier having extremely reduced mobility/TUs. However, as the game&#039;s auto equip routines already load all initial weapons with weightless ammo, this would only be useful after combat had been progressing for some time, for reloads rather than initial loads, and it would require the squad to regroup around this &amp;quot;sink&amp;quot;, or ferry weapons to/from the &amp;quot;sink&amp;quot;. It might be most useful with Rocket Launchers (high weight, high ammo weight, one round before reload).&lt;br /&gt;
&lt;br /&gt;
== Storage and Transfer Bugs ==&lt;br /&gt;
&lt;br /&gt;
===Sticky Craft Transfer Fee glitch===&lt;br /&gt;
As pointed out by [[User:Zombie|Zombie]] and [[User:Danial|Danial]], transferring any craft causes &#039;&#039;&#039;&#039;&#039;all subsequent transfers to have that cost added to it&#039;&#039;&#039;&#039;&#039;, for as long as the craft is in transit. Additional craft in transit will add additional fees. (This has also been called the Exponential Transfer Fee bug, although it&#039;s actually additive, not exponential.)&lt;br /&gt;
&lt;br /&gt;
Example (all numbers are only approximations):&lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of pistol transfer (&amp;amp;harr; = to or from)&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA       80&lt;br /&gt;
 EU  &amp;amp;harr; Asia      100&lt;br /&gt;
 USA &amp;amp;harr; Asia      120&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of craft transfer&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1600               &#039;&#039;Notice how transfer fees always work as relative percents,&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2000               &#039;&#039;probably on a distance-based formula&lt;br /&gt;
 USA &amp;amp;harr; Asia     2400&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost to transfer &#039;&#039;&#039;pistol&#039;&#039;&#039;, after transferring craft from EU to Asia for $2000&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1680   (80+1600)&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2100  (100+2000)&lt;br /&gt;
 USA &amp;amp;harr; Asia     2520  (120+2400)&lt;br /&gt;
&lt;br /&gt;
The cost of the craft transfer &amp;quot;sticks&amp;quot; to &#039;&#039;&#039;all&#039;&#039;&#039; subsequent transfers, until the craft arrives - although it acts on a proportionate basis, which is probably distance related.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this cost is &#039;&#039;&#039;additive&#039;&#039;&#039;. That is to say, if you transferred a second craft from EU to Asia while the first was still in transit, it would cost $4000 ($2000 plus $2000 - it too suffers from the glitch!), it would then cost e.g. $4100 to transfer a pistol from EU to Asia. Having even more craft in transit would add even more fees.&lt;br /&gt;
&lt;br /&gt;
This only appears to happen with aircraft, although it does happen for them all. So try to transfer aircraft individually, and not transfer anything else while you do - assuming you aren&#039;t awash in money. (The bug will cost you in the low thousands of dollars per craft being transferred.)&lt;br /&gt;
&lt;br /&gt;
A related problem is that, if you are in the Transfer screen, start to transfer a craft, and then cancel because you remembered you wanted to send something else first - if you then try to Transfer something on that same screen, &#039;&#039;it will still get the sticky craft fee added&#039;&#039;. Try it and see. You have to back up out to the main Base screen and hit Transfer again, to get rid of the sticky fee from a canceled craft transfer.&lt;br /&gt;
&lt;br /&gt;
===Fuel dump on transfer===&lt;br /&gt;
Transferring a craft with 100% fuel will dump it somewhere along the way. &lt;br /&gt;
When it arrives at its destination, its fuel gauge will read empty (ie: 0% FUEL), but it will be listed as ready. If you launch your craft for a mission (any mission will do) its fuel gauge will still read empty. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This can be [[ExploitsA#Infinite_Fuel|exploited]], but it is very annoying if you want to quickly turn around a troop transport for another mission. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can force a refuel by sending out the craft and immediately recalling it back to base.&lt;br /&gt;
:The zero fuel on arrival is not really a bug. The designers intended for this to happen.  The actual bug is that the planes&#039;s state is not changed from &amp;quot;ready&amp;quot; to &amp;quot;refueling&amp;quot; when it arrives.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 07:15, 28 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Transfer Limit cash eater===&lt;br /&gt;
Only 100 items can be in transit at a time. (Here, a transfer of e.g. 200 Elerium counts as one &amp;quot;item&amp;quot;. Also, all soldiers are counted individually.) If you go over the limit, you will get a warning that there is no more transport capacity. If you STILL try to transport something after getting the warning, the item will stay where it is, but the transportation cost still gets deducted. Bad if you&#039;re shuffling expensive aircraft. The extra cost isn&#039;t that bad. Recovering just one alien weapon will likely cover the money you will lose to this bug over the course of a game.&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;80%&amp;quot; align = &amp;quot;center&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| Tip&lt;br /&gt;
|-&lt;br /&gt;
| To Clarify what constitutes an item in the transfer screen, think of them as batches of X amount. For example, if you transfer 200 alien alloys now, and then decide to transfer another 50 alloys later, this will count as two items in transit. Now, when you look at your transfers, you&#039;ll now have two items. Two batches of alien alloys, one with 200 units and the other with 50 units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfer crash ===&lt;br /&gt;
If you transfer something to another base the game crashes right after acknowledging the transfer price.&lt;br /&gt;
&lt;br /&gt;
Solution: Start UFO, select English language, finish your transfer, save game, restart with your normal language settings (http://www.xcomufo.com/x1faq.html)&lt;br /&gt;
&lt;br /&gt;
===Storage Limit===&lt;br /&gt;
You can not store more than 9,999 of any one item in the general stores at a specific base at one time.  However, this will likely only happen with [[Alien Alloys]] or [[Elerium-115]].  &lt;br /&gt;
Still, consider yourself warned.  If you&#039;re coming close to the limit, consider transferring the extra to other bases or even selling it, as any extra collected beyond the limit will &#039;disappear&#039; and be wasted.&lt;br /&gt;
&lt;br /&gt;
===Exceeding Storage Limits===&lt;br /&gt;
&lt;br /&gt;
The storage capacity of a base is normally limited by the capacity of the General Stores. However this can be exceeded in a number of ways:&lt;br /&gt;
&lt;br /&gt;
* By exploiting some of the Base Storage Anomalies (see below)&lt;br /&gt;
* By storing surplus equipment in transport aircraft (up to the 80 item limit). Note that if both the aircraft and the base are full, you can no longer move equipment between the aircraft and base (in either direction). &lt;br /&gt;
* Anything manufactured at the base will be stored there regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
* Anything captured on a mission by an aircraft operating from the base will be stored at the base, regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
&lt;br /&gt;
These could perhaps be considered minor exploits.&lt;br /&gt;
&lt;br /&gt;
===Base Storage Anomalies===&lt;br /&gt;
&lt;br /&gt;
There are some quirks in how the game calculates, and displays, base storage capacity used and available. These quirks are not all consistent with each other, which leads to some strange behaviour. A typical example would be moving a set of items out of Stores, immediately trying to put the exact same set of items back into Stores, and this failing due to &amp;quot;insufficient space&amp;quot;. A more detailed discussion is in [[Talk:Base Stores#Base Stores Anomalies]].&lt;br /&gt;
&lt;br /&gt;
===Exceeding Storage Limits when Transferring Craft===&lt;br /&gt;
&lt;br /&gt;
Usually you can&#039;t transfer crafts to bases without capacity for them as you&#039;ll get an error when you press the Up arrow. However, if you press the Down arrow when the craft quantity is already at 0, the game will still think you&#039;re removing crafts from the destination base and &amp;quot;add capacity&amp;quot;, so you can then press the Up arrow again to transfer the crafts without error. This doesn&#039;t work with other transferable items.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve broken the limit once, you don&#039;t need to do this trick anymore as the error won&#039;t show up again (the game probably doesn&#039;t check for negative capacity). You can also exceed storage and personnel capacity this way, as Transport Crafts will carry their contents over. For example, if you press the Down arrow on a Skyranger with 14 soldiers, the game will &amp;quot;add capacity&amp;quot; for 1 craft and 14 personnel on the destination base.&lt;br /&gt;
&lt;br /&gt;
You can also orphan crafts this way by removing a base with crafts but no hangars, which can cause all sorts of weird behavior.&lt;br /&gt;
&lt;br /&gt;
== Soldier Limits and Recruiting Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Soldier Recruiting Bugs ===&lt;br /&gt;
&lt;br /&gt;
Also there are 3 bugs related to recruiting soldiers: &lt;br /&gt;
&lt;br /&gt;
* You still get charged for Soldiers you try to purchase above the No More Soldiers limit.&lt;br /&gt;
* The error message that appears when you hire too many soldiers must be dismissed (click OK) once for each soldier over the limit, i.e. up to 255 times. &lt;br /&gt;
* You get also charged for Soldiers you try to purchase above the Transfer Limit (100 at a time).&lt;br /&gt;
&lt;br /&gt;
== Manufacturing and Research Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Zero Unit Manufacturing Exploit ===&lt;br /&gt;
&lt;br /&gt;
If you start a manufacturing project with zero items to build, close the screen, and then go back to assign staff and a non-zero build amount later, the first item is built for free. If you only build one item at a time, you can build them all for free. Obviously, this is cheating. It&#039;s also a bit tedious. It might be excusable if you&#039;re really short of money.&lt;br /&gt;
&lt;br /&gt;
=== Research Rollover ===&lt;br /&gt;
&lt;br /&gt;
At midnight, research projects are checked for completion in the order shown on your Projects screen (which is the same order as for picking new Projects, for [[RESEARCH.DAT]], etc.). But X-COM does not track the effort of individual scientists, so when a project ends, its scientists can be re-assigned before the game checks the next project.&lt;br /&gt;
&lt;br /&gt;
The upshot is that you can re-use scientists from completed projects as long as you put them on projects (existing or new) that are [[RESEARCH.DAT|farther down the list]] than the one that just finished. And if you assign more scientists than projects need, you can finish multiple projects immediately! &lt;br /&gt;
&lt;br /&gt;
To best use this exploit:&lt;br /&gt;
*If projects (new or existing) have equal priority to you, start new scientists at the top of your list (the [[RESEARCH.DAT|lowest-numbered]] project) and work them &amp;quot;down&amp;quot; from there. This minimizes the number of times that scientists wind up at the end of the project list (where you can&#039;t exploit them).&lt;br /&gt;
*It works especially well later in the game if you have a full complement of scientists (practical limit of 250 at a base) and apply them to the many &amp;quot;fluff&amp;quot; alien, corpse, and alien-room projects that [[Research_Technical_Details#Research_Time|average less than 250 research days]]. You might finish a lot at once.&lt;br /&gt;
*If using it, you don&#039;t have to worry about &amp;quot;wasted&amp;quot; research effort due to allocating too many scientists to a project on its last day. Unless you&#039;re at the end of the project list, wasted scientists can be re-used, too - sometimes many times.&lt;br /&gt;
&lt;br /&gt;
=== Overcrowded Engineers And Scientists ===&lt;br /&gt;
In the Dos version (probably the others as well) if you hire more than 255 engineers in a single base, the number of engineers in the base will read a negative number once the 257th  engineer arrives. Any Engineers engaged in projects will continue to work on them, but if you cancel the project you will lose engineers until you have lost 255 of them. &lt;br /&gt;
This bug also affects scientists. It may be exploitable to pay a negative salary at the end of the month.&lt;br /&gt;
&lt;br /&gt;
If you hire exactly 256 scientists or engineers, the total rolls over to zero. You pay zero salaries, and the resulting free Manufacturing / Research is limited only by the capacity of your Factories / Laboratories. Also works in TFTD.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: you need to make sure that not all of their projects finish at the same time.&lt;br /&gt;
Otherwise, you would be stuck with 0 &#039;available&#039; workers/scientists, i.e. unable to assign them to a new project.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Limit Bug===&lt;br /&gt;
The number of hours remaining on a [[Manufacturing_Profitability#Profit_tables|manufacturing project]] is stored in a two-byte integer.  If you build enough items that the total number of Engineer Hours required for construction is above 65535 hours, it will wrap around to 0 hours and display from there.  Typically this drastically understates the amount of time that will be spent working on the items, but strictly speaking, it only subtracts 65k hours (so a huge project like 120k hours would still show ~55k hours&#039; worth of Engineer time needed).&lt;br /&gt;
&lt;br /&gt;
This bug is not dependent on the number of engineers assigned to the project; it is a function of the number of engineer hours needed.  You will most likely run into it when trying to build 2 Avengers at the same time or when queuing up large orders of items in bulk, such as armor or Laser Cannons.  As a practical example, the number of Avengers needed to trigger the bug is 2.  The number of Laser Cannons is 219.  Toggle back and forth between 218 and 219 laser cannons at the beginning of a project to see the effects.&lt;br /&gt;
&lt;br /&gt;
It is known with certainty that this exists as a display issue - the screen will say you need less time than you should when you go over 65536 Engineer hours. [[User:Arrow Quivershaft|Arrow Quivershaft]] is also sure he&#039;s seen it eat an Avenger... he ordered two but only got one, even though it took the time, and cost the money, for two. He&#039;s tried to replicate this and hasn&#039;t been able to, however. So it clearly is at least a superficial display issue, and may be more than that ... possibly dependent on even something else. In any event, keep an eye on projects with more than 65k Engineer hours (and report back here!)... or just avoid going that high.&lt;br /&gt;
&lt;br /&gt;
== UFOPaedia Errors ==&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapon hit probabilities ===&lt;br /&gt;
&lt;br /&gt;
There is a bug in the in-game UFOPaedia. It mistakenly reads the damage value field when reporting the hit chance for a craft weapon. Hence:&lt;br /&gt;
&lt;br /&gt;
* Cannon shows 10% not 25%&lt;br /&gt;
* Avalanche shows 100% not 80%&lt;br /&gt;
* Laser Cannon shows 70% not 35%&lt;br /&gt;
* Plasma Beam shows 140% not 50%&lt;br /&gt;
* Fusion Ball shows 230% (!!!) not 100%&lt;br /&gt;
&lt;br /&gt;
Possibly the reason this bug was missed during testing is that the first weapon in the data files, Stingray, actually does have Damage equal to its hit probability.&lt;br /&gt;
&lt;br /&gt;
In the CE version, this is the problem piece of code:&lt;br /&gt;
.text 45B2CC: 0F BF 4E 06 &lt;br /&gt;
&lt;br /&gt;
Change the 06 to 04.  The offset may not be correct for everyone but it should be close.  I don&#039;t know the offset in the DOS version.&lt;br /&gt;
[[User:Morgan525|Tycho]] 06:27, 1 April 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapon reload rates ===&lt;br /&gt;
&lt;br /&gt;
From empirical research it looks like the reload rates of craft weapons are not stated correctly in the UFOPaedia. For example, the rates of fire of the Laser Cannon and Plasma Cannon are actually the same as each other, and they are both about six times slower than the regular Cannon (so about 12s) - whereas the UFOPaedia entry gives the reload times (inverse of the rate of fire) as being:&lt;br /&gt;
&lt;br /&gt;
 Cannon       2s&lt;br /&gt;
 Laser Cannon 4s&lt;br /&gt;
 Plasma Beam  6s&lt;br /&gt;
&lt;br /&gt;
Similarly the UFOPaedia shows the Fusion Ball as having 3/5 the rate of fire of a Stingray missile, with the Fusion Ball being slower than an Avalanche missile; but empirically the Fusion Ball and Stingray have the same rate of fire, and so the Fusion Ball is faster than the Avalanche. See the discussion in [[Craft_Combat_Mechanics#Observed_Rates_of_Fire|Craft Combat Mechanics - Observed Rates of Fire]] for more details, but keep in mind recent code digs have clarified the picture from this initial rough approximation. It seems reasonable to assume the actual reload rates are coming from a different part of the executable, different to the locations used  populate these values that are displayed in the UFOPaedia. [[User:Spike|Spike]] 23:25, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Alien Containment size===&lt;br /&gt;
&lt;br /&gt;
The UFOpaedia in-game claims that each [[Alien Containment]] module can hold 10 live aliens. This is not in fact the case; the true limit is 50 aliens in containment among all bases, regardless of how many Alien Containment modules exist (though live aliens can only be stored at bases with Alien Containment). As such, building more Alien Containment modules, or shuffling aliens around between bases, will &#039;&#039;&#039;not&#039;&#039;&#039; free up space; the only way to free up space is to research some of the captured aliens (which removes them from containment).&lt;br /&gt;
&lt;br /&gt;
===Radar detection chances===&lt;br /&gt;
&lt;br /&gt;
The UFOpaedia in-game claims that both Small Radar and Large Radar facilities have a 5% chance of detecting UFOs every 10 minutes. In fact, this is not the case; Small Radar has a 10% chance of detecting UFOs per 30 minutes (less than advertised), while Large Radar has a 20% chance of detecting UFOs per 30 minutes (more than advertised). Note also the [[Known_Bugs#Radar_Stacking|Radar Stacking]] bug.&lt;br /&gt;
&lt;br /&gt;
== Other Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Bug ===&lt;br /&gt;
The DOS version has a problem where no matter what difficulty level you choose, it will revert to &amp;quot;Beginner&amp;quot; level after the first mission. This is caused by one incorrectly set bit in all DOS versions of the game (1.0 through to 1.4). The Collectors Edition Windows port (also commonly known as UFO Gold or CE) does not have this problem. To check your [[Difficulty Levels|Difficulty Level]]:&lt;br /&gt;
*Look at offset 60 in [[IGLOB.DAT]]. (If this file is only 60 bytes long, you&#039;ve got the bug!) &lt;br /&gt;
*Look at [[Alien Stats|statistics for aliens]] in your game with a [[Mind Probe]] or [[Psi-Amp]]&lt;br /&gt;
&lt;br /&gt;
To fix the Difficulty Bug, you can install [[XcomUtil]] and it will repair this bug. Alternately for those familiar with hex editing, you can fix this bug by referring to the appropriate section on the [[GEOSCAPE.EXE#XCOM: UFO Defense DOS Versions, difficulty setting bug | GEOSCAPE.EXE]] article and manually setting the incorrect byte to its proper value. &lt;br /&gt;
&lt;br /&gt;
:[http://tvtropes.org/pmwiki/pmwiki.php/Main/X-COM This TVTropes page] has been known to state that due to the bug, players asked the developers to increase game difficulty. The rumour goes that a new bug was supposedly introduced as a result, where TFTD&#039;s difficulty would reset to Superhuman instead of Beginner. The facts of the matter are that, while the overall difficulty of the game &#039;&#039;was&#039;&#039; increased, TFTD does manage to correctly keep track of which specific mode you&#039;re supposed to be playing in.&lt;br /&gt;
&lt;br /&gt;
=== Chrysallid / Tentaculat Difficulty Bug ===&lt;br /&gt;
&lt;br /&gt;
Stats of Chrysallids or Tentaculats that emerge from Zombies during combat have stats that ignore the difficulty level.&lt;br /&gt;
&lt;br /&gt;
=== Big Text Bug ===&lt;br /&gt;
There are a few bugs in XCOM, especially early versions, that can build up and make the game unstable enough that it crashes and prints out a screen full of green 40-column text, essentially debug or memory dump information useless to you.&lt;br /&gt;
&lt;br /&gt;
You can also forced a crash by pressing CTRL-C at the start of a new game (DOS only). If you don&#039;t have any missions automatically saved within the [[Game_Files#Missdat_Files|MISSDAT]] folder, you will get this big text to appear. Typically it is green for Enemy Unknown, and blue for Terror From The Deep. Other colours have been observed such as pink, purple, brown and yellow.&lt;br /&gt;
&lt;br /&gt;
In the dos version, the text that you see is simply a memory dump in mode-13h (the 320x200x256 colour screen resolution) and the text colour is based off the changes to the palette that the game made.  The batch file coordinating the two main programs [[Geoscape]] and [[Battlescape]] often succeeds in soldiering on after a crash.  In the Windows version of the game, the game simply crashes back to the desktop, unless you&#039;re using the [[XcomUtil]] split executable variant (which uses a batchfile).&lt;br /&gt;
&lt;br /&gt;
Some things which will tend to cause this problem:&lt;br /&gt;
* Overzealous use of Psi&lt;br /&gt;
&lt;br /&gt;
At least some of the instability crashes can be fixed by replacing the DOS/4GW dos extender with a later version from another DOS game. &lt;br /&gt;
&lt;br /&gt;
[http://syndicate.lubie.org/synd/html/synd_patches.php One of these], for example. Link to Syndicate fansite, instructions included.&lt;br /&gt;
&lt;br /&gt;
=== Losing My Favourite Game ===&lt;br /&gt;
&lt;br /&gt;
There is a check whether the &amp;quot;Has X-com received a financial warning?&amp;quot; flag has been raised. If no, a warning is issued and the flag is raised. If yes, then the game ends, and the flag is lowered. HOWEVER, this flag is erronously not connected to any particular savegame, it is global across all savegames. This allows strange results when saving and loading games.&lt;br /&gt;
&lt;br /&gt;
=== Celatid aim bug ===&lt;br /&gt;
&lt;br /&gt;
The Celatid typically misses. User Tycho has identified this is due to a bug that causes the Celatid to aim at the ground, rather than the middle of the target. The bug is being fixed in UFO Extender. The same bug may apply to the same grenade-like weapon routine used in TFTD.&lt;br /&gt;
:The Celatid attack uses the routine for throwing items and it defaults to using the maximum &amp;quot;depth&amp;quot; of a layer. This is usually fine since all other thrown objects that do damage cause explosions so the z-axis is important only for determining the landing point.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 07:24, 28 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Seeing the future&amp;quot; Graph Bug ===&lt;br /&gt;
&lt;br /&gt;
Noticed this in EU CE version, but probably it happens in every other, probably in TFTD too. If, for any case, you have graphs data for months you did not play yet, you will see numbers like 10240, 163780 etc. next to the vertical axis, and graphs will be totally garbled.&lt;br /&gt;
This can be fixed by hex-editing [[ALIEN.DAT]], [[XCOM.DAT]] and [[UIGLOB.DAT]] -- just fill the &#039;future&#039; with zeros.&lt;br /&gt;
&lt;br /&gt;
==Utility bugs==&lt;br /&gt;
&lt;br /&gt;
These are not bugs in X-Com itself, but in utilities often used with it. They are included for completeness.&lt;br /&gt;
&lt;br /&gt;
* [[Small window bug]]&lt;br /&gt;
&lt;br /&gt;
=== XComUtil Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
A problem similar to the Alien Inventory Stacking Bug can also occur for X-COM Soldiers, when using XComUtil.  The algorithm used to assign weapons in XComUtil MUST assign all weapons to troops, so if there are more weapons than soldiers, excess weapons are stacked onto the leg slot of the first soldier in the dropship.  This was a deliberate choice by Scott Jones to make this encumbrance obvious to the player.  This can be readily corrected in the &amp;quot;equip soldiers&amp;quot; screen before a mission.  Else, see &amp;quot;Alien Inventory Bug&amp;quot;, above.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
=== [[Known Bugs (TFTD)]] ===&lt;br /&gt;
For bugs that &#039;&#039;&#039;only&#039;&#039;&#039; affect X-COM: Terror From The Deep.&lt;br /&gt;
&lt;br /&gt;
[[Category: Oddities and bugs]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_Popular_Sequences_and_Tips&amp;diff=65359</id>
		<title>Research Popular Sequences and Tips</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_Popular_Sequences_and_Tips&amp;diff=65359"/>
		<updated>2015-06-06T07:56:10Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Aliens: The Optimum Three */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Research Popular Sequences==&lt;br /&gt;
&lt;br /&gt;
Research time is given in total Scientist days and average days needed for one Laboratory (50 Scientists).  Two Laboratories (100 Scientists) will take approximately half as long.  The listed times are averages: actual research times will take between 0.5 and 1.5 times as long (see [[Research Technical Details#Research_Time_Notes|Research time: notes]] for more details).&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;tt&amp;gt;-&amp;gt;&amp;lt;/tt&amp;gt; before an entry signifies the total time required to complete that project.  For example, Laser Pistol requires Laser Weapons (50 days) + Laser Pistol (100 days); &amp;lt;tt&amp;gt;-&amp;gt;&amp;lt;/tt&amp;gt;Laser Pistol is 150 days.&lt;br /&gt;
&lt;br /&gt;
Ignoring start-up costs, a full Laboratory of 50 Scientists can be assumed to cost $50K per day to run. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
An option which should not be overlooked. Researched extremely quickly, 53% more damaging than than a basic [[Rifle]], one-handed, fastest rate of fire of any weapon (good for scouts), can be manufactured for [[Manufacturing Profitability|profit]]. Good for covering the span before you get [[Laser Rifle]]s or [[Heavy Plasma]]s they remain useful for the entire game. Laser Pistols are an excellent secondary weapon to attach to your belt in case you run out of ammo, [[Morale#Panicking_and_Berserking|forced to drop your main weapon]], or want to [[Reaction Training|train reactions]].&lt;br /&gt;
&lt;br /&gt;
 Laser Weapons      50     1.0 day&lt;br /&gt;
 [[Laser Pistol]]      100     2.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:            150     3.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Laser Rifle&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Respectable damage, high rate of fire and no ammo required.  A good alternative to [[Heavy Plasma]] for some of your troops.&lt;br /&gt;
 &lt;br /&gt;
 -&amp;gt;Laser Pistol    150     3.0 days&lt;br /&gt;
 [[Laser Rifle]]       300     6.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:            450     9.0 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;         &#039;&#039;&#039;Laser Pistol + 6.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Not the best Craft weapon (it has excellent firepower, but is handicapped by limited range), but the most [[Manufacturing Profitability|profitable]] manufacturing item in the game.  Completing this research topic also permits you to build [[Tank/Laser Cannon]]s, which have a much more powerful weapon than Cannon and Rocket tanks, and are effective against several dangerous units, particularly [[Sectopod]]s.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Laser Rifle     450     9.0 days&lt;br /&gt;
 [[Heavy Laser]]       460     9.2 days&lt;br /&gt;
 [[Laser Cannon]]      420     8.4 days&lt;br /&gt;
 &#039;&#039;&#039;Total:           1330    26.6 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;         &#039;&#039;&#039;Laser Rifle + 17.6 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Small Launcher&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Small Launchers make capturing aliens a snap, and have surprisingly broad tactical use.  One stun bomb can knock out several weak aliens at once, and unlike explosives, they are safe to use in confined quarters.  Furthermore, stun bombs do not damage equipment, making for potentially higher [[UFO Recovery Values]].  Stun bombs are also quite effective against 4-space terror units (Reapers, Cyberdiscs, and Sectopods) as each square takes independent damage from the stun blast.&lt;br /&gt;
&lt;br /&gt;
 [[Small Launcher]]     550     11.0 days&lt;br /&gt;
 [[Stun Bomb]]          180      3.6 days&lt;br /&gt;
 &#039;&#039;&#039;Total:             730     14.6 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Heavy Plasma&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Just about the best weapon in the game.  There&#039;s a reason why every alien eventually carries one of these.&lt;br /&gt;
&lt;br /&gt;
 [[Heavy Plasma]]          800     16.0 days&lt;br /&gt;
 Heavy Plasma Clip     400      8.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:               1200     24.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Plasma Beam&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The best Craft weapon, 100% effective against everything except [[Battleship]]s.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Heavy Plasma   1200     24.0 days&lt;br /&gt;
 [[Plasma Beam]]       660     13.2 days&lt;br /&gt;
 &#039;&#039;&#039;Total:           1860     37.2 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;         &#039;&#039;&#039;Heavy Plasma + 13.2 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
When you absolutely, positively, have to kill every alien in the room.  Accept no substitute.&lt;br /&gt;
&lt;br /&gt;
 [[Blaster Launcher]]    900     18.0 days&lt;br /&gt;
 [[Blaster Bomb]]        300      6.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:             1200     24.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Fusion Ball Launcher&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Useful against [[Battleship]]s when using multiple crafts; use Plasma Beam otherwise.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Blaster Launcher      1200     24.0 days&lt;br /&gt;
 [[Fusion Ball Launcher]]     880     17.6 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                  2080     41.6 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;            &#039;&#039;&#039;Blaster Launcher + 17.6 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Fusion Ball Defences&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The most compact base defense facility besides the [[Mind Shield]].&lt;br /&gt;
&lt;br /&gt;
Note: Due to a weird programming logic, once aliens have discovered your base, they &#039;&#039;must&#039;&#039; launch a ground attack. If the first battleship is blown up by air defenses, they will send another... and another... and another... ad infinitum. While there is no real substitute for a proper [[Base Layout Strategy|base layout strategy]], defenses such as the Fusion Ball Defenses are best employed as a temporary measure to delay the invaders while you prepare yourself for the attack.  &lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Fusion Ball Launcher     2080     41.6 days&lt;br /&gt;
 [[Fusion Ball Defences|Fusion Defence]]              800     16.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                     2880     57.6 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;           &#039;&#039;&#039;Fusion Ball Launcher + 16.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Personal Armor&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Wearing this, you might actually survive a shot or two.  But don&#039;t press your luck. The survivability rate is still far better than not wearing any armour as well as smoke filters.  &lt;br /&gt;
&lt;br /&gt;
 [[Alien Alloys]]       400     8.0 days&lt;br /&gt;
 [[Personal Armor]]     180     3.6 days&lt;br /&gt;
 &#039;&#039;&#039;Total:             580    11.6 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Power Suit&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
You might survive a shot or three.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Personal Armor     580     11.6 days&lt;br /&gt;
 [[Elerium-115]]          450      9.0 days&lt;br /&gt;
 [[UFO Power Source]]     450      9.0 days&lt;br /&gt;
 [[Power Suit]]           205      4.1 days&lt;br /&gt;
 &#039;&#039;&#039;Total:              1685     33.7 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;          &#039;&#039;&#039;Personal Armor + 22.1 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Flying Suit&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
A shot or three plus much greater visibility and mobility.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Power Suit      1685     33.7 days&lt;br /&gt;
 [[UFO Navigation]]     450      9.0 days&lt;br /&gt;
 [[Flying Suit]]        330      6.6 days&lt;br /&gt;
 &#039;&#039;&#039;Total:            2465     49.3 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;            &#039;&#039;&#039;Power Suit + 15.6 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Firestorm&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Your first advanced ship.  A standard [[Interceptor]] armed with [[Plasma Beam]]s can often do just as well, but the Firestorm offers enhanced acceleration and a high air speed that makes it useful for short air skirmishes. This technology may be most desirable as part of the path to unlock Hovertanks.&lt;br /&gt;
&lt;br /&gt;
 Alien Alloys          400     8.0 days&lt;br /&gt;
 Elerium-115           450     9.0 days&lt;br /&gt;
 UFO Power Source      450     9.0 days&lt;br /&gt;
 UFO Navigation        450     9.0 days&lt;br /&gt;
 UFO Construction      450     9.0 days&lt;br /&gt;
 [[Firestorm|New Fighter Craft]]     600    12.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:               2800    56.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is high overlap between UFO technology and armor technology.  Many commanders will often research [[Power Suit]]s or [[Flying Suit]]s before embarking on UFO construction:&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Flying Suit        2465    49.3 days&lt;br /&gt;
 UFO Construction      450     9.0 days&lt;br /&gt;
 New Fighter Craft     600    12.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:               3515    70.3 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;             &#039;&#039;&#039;Flying Suit + 21.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Lightning&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
A craft with unique properties. Most commanders use it as a stepping stone for the [[Avenger]].&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Firestorm &#039;&#039;(via Flying Suit)&#039;&#039;    3515     70.3 days&lt;br /&gt;
 [[Lightning|New Fighter-Transporter]]           700     14.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                           4215     84.3 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;                            &#039;&#039;&#039;Firestorm + 14.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Avenger&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
They don&#039;t call it the Ultimate Craft for nothing.  Two or three Avengers plus a handful of Interceptors can give you complete air superiority over Terra.  It also allows you to bring twice the manpower into battle than you could before.  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Lightning        4215      84.3 days&lt;br /&gt;
 [[Avenger|Ultimate Craft]]      900      18.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:             5115      102.3 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;              &#039;&#039;&#039;Lightning + 18.0 days&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;or&#039;&#039;            &#039;&#039;&#039;Flying Suit + 53.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Grav Shield&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
If your base invasion defense strategy involves the use of the defense modules, a Grav Shield is a great space-saving base module that allows each and every one of your defense modules to fire a second salvo. &lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Lightning     4215      84.3 days&lt;br /&gt;
 [[Grav Shield]]      930      18.6 days&lt;br /&gt;
 &#039;&#039;&#039;Total:          5145     102.9 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;            &#039;&#039;&#039;Lightning + 18.6 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Hovertank/Plasma&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
A popular (and expendable) scout.  Immune to Psi attacks, like all tanks.  It can be built immediately after the completion of Firestorm and Plasma Beam research topics. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Firestorm       3515     70.3 days&lt;br /&gt;
 -&amp;gt;Plasma Beam     1860     37.2 days&lt;br /&gt;
 &#039;&#039;&#039;Total:            5375    107.5 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Apparently, v1.0 has a bug where it is immediately available for construction after researching Plasma Beam, Elerium and Alien Alloys. In that case, you don&#039;t need the Firestorm topic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Hovertank/Launcher&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In the field, it&#039;s less popular than the Plasma Hovertank due to the expense of its ammunition, which also does less damage than the man-portable [[Blaster Launcher]]. For base defense, the free Hovertank/Launcher ammo that is granted to you to protect the base turns this tank into the ultimate expendable defensive unit. It can be built immediately after the completion of the Firestorm and Fusion Ball Launcher research topics. &lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Firestorm                3515     70.3 days&lt;br /&gt;
 -&amp;gt;Fusion Ball Launcher     2080     41.6 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                     5595    111.9 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Psionic Laboratory&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Once you get [[psionics]], the aliens&#039; days are numbered.  It&#039;s tricky catching a Sectoid Leader or Ethereal, but the sooner you can, the better.  With a psi lab you can separate the wheat from the chaff.&lt;br /&gt;
&lt;br /&gt;
 Any live psionic alien      192     3.84 days&lt;br /&gt;
 [[Psionic Laboratory]]          420     8.4 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                      612    12.24 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Psi-Amp&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Barely useful when [[Psionic Skill]] is low, but way too useful when it&#039;s high.  A transport full of Psi soldiers is as scary to the aliens as the [[Ethereal]]s were at first to you.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Psionic Laboratory     420     12.24 days&lt;br /&gt;
 [[Psi-Amp]]                  500     10.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                   920     22.24 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;          &#039;&#039;&#039;Psionic Laboratory + 10.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mind Shield&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
With a single Mind Shield at each base, the aliens will keep attempting [[Alien Missions#Alien Retaliation|Alien Retaliation]] missions, but most of them time, they&#039;ll zig-zag around, unable to find your base.  Shooting down any Retaliation scout you see in addition will ensure that they almost never mount an attack on your base.&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt;Psionic Laboratory     420     12.24 days&lt;br /&gt;
 [[Mind Shield]]              360      7.2 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                   780     19.44 days&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;or&#039;&#039;           &#039;&#039;&#039;Psionic Laboratory + 7.2 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Hyper-Wave Decoder&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
One of the most important technologies of the game.  Build one at each base you own and you will be able to see just about every alien craft that enters the Earth&#039;s atmosphere as well as identify the UFO type, crew and what mission it is on. Every craft you intercept will please your funding nations, and can be worth millions in [[UFO Recovery Values|salvage value]].  A Hyper-Wave Decoder is your meal ticket: grab an alien Navigator the first chance you get.&lt;br /&gt;
&lt;br /&gt;
 Any live alien Navigator     192      3.86 days&lt;br /&gt;
 [[Hyper-wave Decoder]]           670     13.4 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                       862     17.26 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Cydonia&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Your final mission.  Win it, and you are a savior; lose it, and humanity dies.  You have to perform the research in this particular order, so don&#039;t forget to research The Martian Solution before you interrogate your first Commander, or else you&#039;ll have to capture another one.  The same goes for your first Leader -- but if it&#039;s a Sectoid, there&#039;s a good argument to research it immediately and get  the [[Psionic Laboratory]] sooner: the research delay to get [[Alien Research|Alien Origins]] can add up to set Psi-screening back a month, since the results from the [[Psionic Laboratory]] only come at the start of a month. Once you get Psi soldiers, you can capture another Leader without much trouble at all.&lt;br /&gt;
&lt;br /&gt;
In addition to completing these research topics, you must have an [[Avenger]] built before you can travel to [[Cydonia]].  The Avenger can be researched and built at any time, independent of the Cydonia-specific research topics.  None of these topics are useful aside from unlocking Cydonia, so you can save most of it until you&#039;re ready to complete the game.&lt;br /&gt;
&lt;br /&gt;
 Any live alien            192       3.84 days&lt;br /&gt;
 [[Alien Research|Alien Origins]]             300       6.0 days&lt;br /&gt;
 Any live Leader           192       3.84 days&lt;br /&gt;
 [[Alien Research|The Martian Solution]]      500      10.0 days&lt;br /&gt;
 Any live Commander        192       3.84 days&lt;br /&gt;
 [[Alien Research|Cydonia or Bust]]           600      12.0 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                   1976     39.52 days&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;plus&#039;&#039;&lt;br /&gt;
 -&amp;gt;Avenger                5115     102.3 days&lt;br /&gt;
 &#039;&#039;&#039;Total:                   7091     141.82 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Stand-alone technologies&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
In addition to the above research sequences, there are four useful technologies which have no research &amp;quot;dependencies&amp;quot; and can be studied directly.  Medi-kits and Motion Scanners are two of the initially-available research topics (described [[#Initial research projects|above]]). Both enable moderately  [[Manufacturing Profitability|profitable]] manufacturing early  in the game.  The Motion Sensor is a vital tool when superior enemies force you on the defensive. As your troops grow stronger, Med-kits are a force multiplier that help you take the offensive with more confidence.  Alien Grenades are a substantial improvement over the standard X-COM grenade, packing almost as much punch as a High Explosive, but far easier to carry and throw.  Mind Probes can show alien rank and stats (useful for singling out Leaders and Commanders), although their usefulness is dwarfed by that of the Psi-Amp.&lt;br /&gt;
&lt;br /&gt;
 [[Medi-Kit]]           &#039;&#039;&#039;210      4.2 days&#039;&#039;&#039;&lt;br /&gt;
 [[Motion Scanner]]     &#039;&#039;&#039;180      3.6 days&#039;&#039;&#039; &lt;br /&gt;
 [[Alien Grenade]]      &#039;&#039;&#039;200      4.0 days&#039;&#039;&#039;&lt;br /&gt;
 [[Mind Probe]]         &#039;&#039;&#039;600     12.0 days&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Research Tips ==&lt;br /&gt;
&lt;br /&gt;
===General Research Tips===&lt;br /&gt;
In principle, doubling the number of scientists means you get the results in half the time. In reality, because of rounding errors, it is better to run several small projects in parallel. The again, small projects may take a long time to complete. Don&#039;t be shy of pooling your entire workforce on a single project if you want to get quick results.&lt;br /&gt;
&lt;br /&gt;
Scientists at different bases cannot pool their efforts: if you have two bases work on the same project, it will take as long to complete as if you had only base working on it.  If possible, you should build all your laboratories at a single base to allow all your scientists to focus on one project at a time.&lt;br /&gt;
&lt;br /&gt;
You cannot begin researching any alien technology unless you have a sample of it on base.  However, once you begin research, you do not need to keep the sample on hand.  If you begin every project as soon as it becomes available to you, you can sell off all alien items (including alien corpses) which you do not wish to keep around.  You can also transfer aliens to another base&#039;s Containment unit after you have begun researching them. You do not need to assign any scientists to a project to begin it: only assign your scientists to whichever project you wish to complete next. So a useful routine is to check for any New Projects in the Research screen immediately after each Battlescape mission. Start any new projects with zero scientists. Once you have done this, you are free to sell any and all loot without any negative effects for your Research. (Note that this would not always be true in Terror From The Deep, where for certain topics at least one instance of certain items must be present in Stores.)&lt;br /&gt;
&lt;br /&gt;
If you build two labs and hire 100 scientists as soon as you can afford it, you can research all the most desirable alien technologies within 7-8 months (by July or August).  With three labs and 150 scientists, you can research all the best stuff by June or so.  More scientists than this will not appreciably speed your progress.&lt;br /&gt;
&lt;br /&gt;
=== Aliens: The Minimal Three ===&lt;br /&gt;
&lt;br /&gt;
You only need to capture three live aliens to unlock the research topics that will allow you complete the game. These three aliens are, in the following order:&lt;br /&gt;
&lt;br /&gt;
#Any &#039;&#039;random alien&#039;&#039;&lt;br /&gt;
#Any &#039;&#039;Leader or Commander&#039;&#039;&lt;br /&gt;
#Any &#039;&#039;Commander&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By studying these three aliens, you can unlock the end-game mission [[Alien Research#Cydonia or Bust|Cydonia or Bust]].  &lt;br /&gt;
&lt;br /&gt;
=== Aliens: The Optimum Three ===&lt;br /&gt;
&lt;br /&gt;
The three aliens listed above can be used to unlock all additional alien-dependent technologies by altering the list slightly. &lt;br /&gt;
&lt;br /&gt;
;[[Hyper-wave Decoder]]&lt;br /&gt;
: Substitute &amp;quot;any &#039;&#039;random alien&#039;&#039;&amp;quot; with &amp;quot;any &#039;&#039;Navigator&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
;[[Psionic Laboratory]]&lt;br /&gt;
: Make sure your captured Leader or Commander is [[Sectoid]] or [[Ethereal]]&lt;br /&gt;
&lt;br /&gt;
Thus, to unlock all technology that matters, you only need to research:&lt;br /&gt;
&lt;br /&gt;
#Any &#039;&#039;Navigator&#039;&#039;&lt;br /&gt;
#&#039;&#039;Sectoid Leader/Commander or Ethereal Leader/Commander&#039;&#039;&lt;br /&gt;
#Any &#039;&#039;Commander&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Minimum Equipment === &lt;br /&gt;
&lt;br /&gt;
To win the game, the barest minimum UFO components that you will need to recover are: &lt;br /&gt;
&lt;br /&gt;
#[[UFO Power Source]]&lt;br /&gt;
#[[UFO Navigation]]&lt;br /&gt;
#[[Alien Alloys]] &amp;amp;times; 120&lt;br /&gt;
#[[Elerium]] &lt;br /&gt;
&lt;br /&gt;
Elerium is obtained in pods of 50. You only need to recover one. Of the 50 units, you must set aside either 12 or 28 units to prepare the [[Avenger]] for the [[Cydonia|final]] mission. &lt;br /&gt;
&lt;br /&gt;
The first 12 units of elerium is mandatory as it used to fuel the Avenger. The additional 16 units may be required to build a second UFO Power Source, as the Avenger requires two in its manufacture.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Research Navbar}}&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Situation_Room_(Long_War)&amp;diff=64806</id>
		<title>Situation Room (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Situation_Room_(Long_War)&amp;diff=64806"/>
		<updated>2015-05-30T11:46:34Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: shield icon&lt;/p&gt;
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&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_situationroom.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=The nerve center of Xcom operations&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
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|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=0&lt;br /&gt;
|}}&lt;br /&gt;
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You can follow in detail your progress so far, both politically and physically. Countries will have the appropriate color depending on their panic level and even UFOs and current mission sites will be visible on this screen. Also your current story objectives will be shown in the panel bellow the screen, where you can consult them at your leisure. &lt;br /&gt;
&lt;br /&gt;
When Exalt comes into play you will be able to launch covert operations just like in vanilla though beware - if you wrongly accuse a country of harboring their HQ, the country will leave the Council with immediate effect and the aliens will build a base there. It will also add 50 research points to the aliens total research, making a very costly option to gain access to more alien bases and thus - resources. &lt;br /&gt;
&lt;br /&gt;
A little shield represents the country&#039;s ability to defend itself from the alien incursions. Fulfilling council requests from that country fills the shield and increases that country&#039;s ability to resist panic increases caused by alien activity and helps protect any satellites overhead from detection by alien scouts.&lt;br /&gt;
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==See also ==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:NKF&amp;diff=64769</id>
		<title>User talk:NKF</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:NKF&amp;diff=64769"/>
		<updated>2015-05-30T08:17:41Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* VIGILO CONFIDO */ new section&lt;/p&gt;
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&lt;div&gt;= NKF:Talk =&lt;br /&gt;
&lt;br /&gt;
Welcome to NKF Talk. Pardon the mess.  &lt;br /&gt;
&lt;br /&gt;
==The NKF-Centric TO-DO-List of Doom==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;[[NKF&#039;s X-Com Apocalypse: Starter&#039;s Guide|X-Com Apocalypse Starter&#039;s Guide]]&amp;quot;  - kind of there. Kind of not there. Perpetually. &lt;br /&gt;
&lt;br /&gt;
== UFO Base Kit == &lt;br /&gt;
&lt;br /&gt;
The UBK is a transclusion template I created so that you could plug base layouts into your articles and discussions. Go see the template and its documentation at [[Template:UBK]] to see how to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Test of Gallery markup ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif | Yes, this is a caption&lt;br /&gt;
File:TFTDBadge.gif&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif &lt;br /&gt;
File:Ufobadge.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Now with adjustments &lt;br /&gt;
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&amp;lt;gallery caption = &amp;quot;Icons&amp;quot; widths = &amp;quot;50&amp;quot; heights = &amp;quot;50&amp;quot; perrow = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif | Oo-fow&lt;br /&gt;
File:TFTDBadge.gif | Tee-eff-tee-dee&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif | Ah-pock&lt;br /&gt;
File:Ufobadge.gif | Yoo-eff-ow&lt;br /&gt;
File:TFTDBadge.gif | Tiftid&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif | Ay-pock&lt;br /&gt;
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&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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Note to self: The new wiki software is really case sensitive these days! A good thing in one respect.&lt;br /&gt;
&lt;br /&gt;
== Smoke Grenades ==&lt;br /&gt;
&lt;br /&gt;
IMO they&#039;re only useful turn 1. And even that goes out the window if you have a tank. A tank is worth it in the early game, if only because it draws alien Plasma Pistol fire away from your squishy unarmoured dudes. Later on, though, when you have armour and the aliens switch to Heavy Plasma, tanks become less useful and you can bring out the Smoke Grenades. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 00:02, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Like the tank (or 4 rookies, for the budget conscious), the smoke grenade is just another tool at your disposal that you can use depending on how you like to play. The smoke grenade is certainly most useful for the initial deployment, but that&#039;s not so say that is the only time you can take advantage of it. I know I&#039;ve had many occasions where I managed to save a bunch of soldiers that were stuck out in the open in full view of some aliens by throwing a smoke grenade between them. The [[Smoke Grenade]] page has some scenarios listed. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:26, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Four rookies die to four plasma pistol shots or one alien grenade. A tank can take either and keep trucking. It&#039;s also faster.&lt;br /&gt;
&lt;br /&gt;
::I guess Smoke Grenades are okay if they&#039;re pre-primed and kept on the shoulder straps. Otherwise there&#039;s too big a TU cost to use opportunistically. Turn 1, on the other hand, you&#039;re not doing anything anyway because of all the full-TU aliens.&lt;br /&gt;
&lt;br /&gt;
::At least we can agree that Dye Grenades are terrible! [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:59, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I&#039;d take the tank myself as it has plenty of merits, and the later Plasma Hovertank/Sonic Displacer are superb. However those that prefer 4 rookies do argue that they are cheaper, can spread out, carry more weaponry and still take the 4 (or more) shots to dispose of. Those that live through can go onto greater things. The tank just needs one bad roll of the die and it ends up a very expensive afterthought. Bit of a RTS peon pumper meat grinder mentality going on here methinks. &lt;br /&gt;
&lt;br /&gt;
:::Grenades are in the same boat as the smoke grenade and do cost a lot to use. That&#039;s probably why they are best relegated to the support units that back up those on the front. Then again, front-line units carrying pre-armed grenades are handy for ninja-style retreats. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 16:21, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, like I said, the main advantage of the tank is against aliens with Plasma Pistols at the very start of the game. A tank&#039;s front plate is guaranteed to survive at least 7 Plasma Pistol shots even if they all roll absolute max (which they won&#039;t), so you can park it on the opposite side of a UFO hatch to your firing line, close in, and draw fire from the aliens coming out until they use too many TUs and get reaction-fired to death (since on Superhuman, alien Reactions are usually high enough for them to avoid taking reaction-fire from stepping out of the hatch alone). In addition, you don&#039;t lose a huge amount of firepower by going with a tank right at the start since its cannon does twice the damage of Rifles. Once you&#039;ve got lasers, the tank starts to hurt your firepower significantly, and once you&#039;ve got decent armour and the aliens start using heavier weapons the defensive qualities of the tracked tanks go down the drain.&lt;br /&gt;
&lt;br /&gt;
HWPs do have something of a renaissance later on when you get Avengers and are running into the 80-item limit, since a hovertank, while not reaching anywhere near the firepower of four Heavy-Plasma-equipped soldiers, does have more firepower than four soldiers without guns. Hovertanks/Launcher also don&#039;t count their ammo against said limit.&lt;br /&gt;
&lt;br /&gt;
In TFTD it&#039;s a whole different kettle of fish thanks to the existence of Tentaculats and the lower fire rate of Sonic weaponry. Displacers/Sonic are absolutely essential due to their ability to lure Tentaculats - taking Artefact Sites without them is almost impossible thanks to That Goddamned Room. There&#039;s also the lower clip sizes making the 80-item limit an even bigger problem.&lt;br /&gt;
&lt;br /&gt;
A pre-loaded Small Launcher does a lot of the same stuff a pre-armed Grenade does, and has the upside of taking the &amp;quot;suicide&amp;quot; out of &amp;quot;suicide bomb&amp;quot;. There are a lot of ways to use those things. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:49, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Small Launchers are certainly quite handy beyond just capturing key aliens, and the Thermal Shok Launcher in TFTD is scary indeed. But they have their own share of drawbacks as well. Deciding which to use to get the best result for the task at hand is all part of the fun I guess. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:18, 25 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Geocities site? ==&lt;br /&gt;
&lt;br /&gt;
Hi. I suppose there&#039;s a good chance you might be the &amp;quot;nkfarma&amp;quot; who at one time had a page i found linked on the strategycore forums -- specifically http://www.geocities.com/nkfarma/temporary/lsc_lure.html . Did you ever manage to get those geocities pages moved to a different host? -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 11:47, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The same. It has been a while, but I did manage to save some of the content. After reviewing it though, it was mostly trivial stuff. My most important work that was on the old Geocities page, the [[TRTBAG|TFTD Research Tree Bug Avoidance Guide]], survives in its current form on this wiki. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:53, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Okay, i trust your judgement on this&amp;lt;small&amp;gt;, even though my curiosity still makes me want to read through all that other &amp;quot;trivial stuff&amp;quot;...&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: As for the [[User_talk:Jokes_Free4Me#Rolling_back_NKF|revert issue]], your first paragraph about it is just as sensible as i presumed any admin would be. Contacting Spike just for this is not worthwhile IMO, since he&#039;s been inactive since August and this really is quite &amp;quot;trivial stuff&amp;quot; too. It&#039;s not too big a deal if the sections stays or goes... I reverted merely because i&#039;m an [[wikipedia:Wikipedia:Inclusionism|inclusionist]] (as you might have guessed) and favour preserving all information, even if obsolete. As the saying goes, &amp;quot;Those who cannot remember the past are [more likely] to repeat it.&amp;quot; -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 07:25, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The files I recovered were mostly the media files. Some .gif and .jpgs. Mainly game screenshots and a few fan-art scribbles I did on the back of some envelopes. Two zip files containing UFO save files, one being my &amp;quot;Solo Floater Base Assault Challenge&amp;quot; and one labelled scratch.zip. A no-base start file. I still use the challenge save on occasion to relearn how to play after long periods between games. There is a html file called The Deep One Dilemma - which was the basis for research tree bug avoidance guide. Also a grenade guide I had started but only ever got round to writing up the grenade relay. That&#039;s about it. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 23:15, 10 April 2015 (EDT)&lt;br /&gt;
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==Pile of calcs==&lt;br /&gt;
&lt;br /&gt;
So I did [[User:Magic9mushroom#TFTD_weapon_effectiveness_calculations|a thing]] and I think it&#039;s fairly important, but I&#039;m not really sure where to put it or what to link to it. I&#039;m thinking call it Weapon Effectiveness (TFTD) and stick a link to it in Weapon Analysis; is there anywhere else you think it should go? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 19:32, 27 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I did give this some thought as you were compiling the data. It can certainly be included on the Weapon Analysis page. However, I&#039;m also thinking that the information is quite relevant to TFTD so could also take a place on the main TFTD menu. For example, if you look at the UFO section&#039;s technical section under data tables, there&#039;s a [[Kill Modelling]] subheading that follows slightly similar lines. I am however starting to wonder if that fits the data table category. Perhaps a sub heading under Analysis might be best? [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:57, 28 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, the difference between this and all the data tables currently there is that this is a set of calculations rather than raw game data. And it&#039;s less like the weapon analyses we have than part of the framework on which they&#039;re based. I think I&#039;ll stick a &amp;quot;See also&amp;quot; in the TFTD section of [[Weapon Analysis]] and link it on the main TFTD menu. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:14, 28 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sorry, I was thinking aloud at the end there and forgot to put the context. I was wondering about where Kill Modelling fits in. Like your table, it&#039;s not raw game data as such. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:46, 29 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== VIGILO CONFIDO ==&lt;br /&gt;
&lt;br /&gt;
You say on the main page that you found VIGILO CONFIDO hidden somewhere on the Advent page. I would appreciate you specifying where those words are hidden so people can check themselves. [[User:PizzaMan|PizzaMan]] ([[User talk:PizzaMan|talk]]) 04:17, 30 May 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Long_War&amp;diff=64112</id>
		<title>Talk:Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Long_War&amp;diff=64112"/>
		<updated>2015-04-21T07:48:16Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could you add http://ufopaedia.org/index.php?title=HQ_facilities_(Long_War) [http://ufopaedia.org/index.php?title=HQ_facilities_(Long_War) HQ Facilities] to http://ufopaedia.org/index.php?title=Long_War under Genetics Lab on the main page? I want to start adding detailed info on all facilities.&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
The page doesn&#039;t really render well on different resolutions / screen sizes. The screenshots are right of the table and that pushes the table into only half a screen wide. Wouldn&#039;t a wider table with more than three columns be preferable? [[User:PizzaMan|PizzaMan]] ([[User talk:PizzaMan|talk]]) 03:46, 21 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Long_War&amp;diff=64111</id>
		<title>Talk:Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Long_War&amp;diff=64111"/>
		<updated>2015-04-21T07:46:35Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Screenshots */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could you add http://ufopaedia.org/index.php?title=HQ_facilities_(Long_War) [http://ufopaedia.org/index.php?title=HQ_facilities_(Long_War) HQ Facilities] to http://ufopaedia.org/index.php?title=Long_War under Genetics Lab on the main page? I want to start adding detailed info on all facilities.&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
The page doesn&#039;t really render well on different resolutions / screen sizes. The screenshots are right of the table and that pushes the table into only half a screen wide. Does anyone object if i try to fix that? [[User:PizzaMan|PizzaMan]] ([[User talk:PizzaMan|talk]]) 03:46, 21 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Loadout_(Long_War)_Navbar&amp;diff=64073</id>
		<title>Template:Loadout (Long War) Navbar</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Loadout_(Long_War)_Navbar&amp;diff=64073"/>
		<updated>2015-04-17T13:11:21Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: alloy belt removed in B15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;  width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; |[[Image:Loadout Long War.jpg|24px]] &#039;&#039;&#039;[[Long War|Long War]]: Loadout&#039;&#039;&#039; &lt;br /&gt;
|- border=&amp;quot;0&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Image:Soldiers Weapons Long War.png|center|64px|Weapons]]&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;table style=&amp;quot;text-align:center;&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
|[[Image:Weapons Thumbnail Long War.png|48px]] [[Weapons (Long War)|Overview]]&lt;br /&gt;
|[[Image:Pistol Long War.png|48px]] [[Pistol (Long War)|Pistol]]&lt;br /&gt;
|[[Image:Machine pistol Long War.png|48px]] [[Machine Pistol (Long War)|Machine Pistol]]&lt;br /&gt;
|[[Image:Sawed-off Shotgun Long War.png|48px]] [[Sawed-off Shotgun (Long War)|Sawed-off Shotgun]]&lt;br /&gt;
|[[Image:SMG Long War.png|48px]] [[SMG (Long War)|SMG]]&lt;br /&gt;
|[[Image:Assault Carbine Long War.png|48px]] [[Assault Carbine (Long War)|Assault Carbine]]&lt;br /&gt;
|[[Image:Assault Rifle Long War.png|48px]] [[Assault Rifle (Long War)|Assault Rifle]]&lt;br /&gt;
|[[Image:Battle Rifle Long War.png|48px]] [[Battle Rifle (Long War)|Battle Rifle]]&lt;br /&gt;
|[[Image:Shotgun Long War.png|48px]] [[Shotgun (Long War)|Shotgun]]&lt;br /&gt;
|[[Image:Sniper Rifle Long War.png|48px]] [[Sniper Rifle (Long War)|Sniper Rifle]]&lt;br /&gt;
|[[Image:Marksman Rifle Long War.png|48px]] [[Marksman Rifle (Long War)|Marksman Rifle]]&lt;br /&gt;
|[[Image:SAW Long War.png|48px]] [[SAW (Long War)|SAW]]&lt;br /&gt;
|[[Image:LMG Long War.png|48px]] [[LMG (Long War)|LMG]]&lt;br /&gt;
|[[Image:Rocket Launcher Long War.png|48px]] [[Rocket Launcher (Long War)|Rocket Launcher]]&lt;br /&gt;
|[[Image:Minigun Long War.png|48px]] [[Minigun (Long War)|Minigun]]&lt;br /&gt;
|[[Image:Autocannon Long War.png|48px]] [[Autocannon (Long War)|Autocannon]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Laser Pistol Long War.png|48px]] [[Laser Pistol (Long War)|Laser Pistol]]&lt;br /&gt;
|[[Image:Heater Long War.png|48px]] [[Heater (Long War)|Heater]]&lt;br /&gt;
|[[Image:Laser Shatterray Long War.png|48px]] [[Laser Shatterray (Long War)|Laser Shatterray]]&lt;br /&gt;
|[[Image:Laser Carbine Long War.png|48px]] [[Laser Carbine (Long War)|Laser Carbine]]&lt;br /&gt;
|[[Image:Laser Rifle Long War.png|48px]] [[Laser Rifle (Long War)|Laser Rifle]]&lt;br /&gt;
|[[Image:Heavy Laser Rifle Long War.png|48px]] [[Heavy Laser Rifle (Long War)|Heavy Laser Rifle]]&lt;br /&gt;
|[[Image:Scatter Laser Long War.png|48px]] [[Scatter Laser (Long War)|Scatter Laser]]&lt;br /&gt;
|[[Image:Laser Sniper Rifle Long War.png|48px]] [[Laser Sniper Rifle (Long War)|Laser Sniper Rifle]]&lt;br /&gt;
|[[Image:Laser Strike Rifle Long War.png|48px]] [[Laser Strike Rifle (Long War)|Laser Strike Rifle]]&lt;br /&gt;
|[[Image:Autolaser Long War.png|48px]] [[Autolaser (Long War)|Autolaser]]&lt;br /&gt;
|[[Image:Gatling Laser Long War.png|48px]] [[Gatling Laser (Long War)|Gatling Laser]]&lt;br /&gt;
|[[Image:Laser Lance Long War.png|48px]] [[Laser Lance (Long War)|Laser Lance]]&lt;br /&gt;
|[[Image:Superheavy Laser Long War.png|48px]] [[Superheavy Laser (Long War)|Superheavy Laser]]&lt;br /&gt;
|[[Image:Gauss Autopistol Long War.png|48px]] [[Gauss Autopistol (Long War)|Gauss Autopistol]]&lt;br /&gt;
|[[Image:Gauss Stuttergun Long War.png|48px]] [[Gauss Stuttergun (Long War)|Gauss Stuttergun]]&lt;br /&gt;
|[[Image:Gauss Carbine Long War.png|48px]] [[Gauss Carbine (Long War)|Gauss Carbine]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Gauss Rifle Long War.png|48px]] [[Gauss Rifle (Long War)|Gauss Rifle]]&lt;br /&gt;
|[[Image:Heavy Gauss Rifle Long War.png|48px]] [[Heavy Gauss Rifle (Long War)|Heavy Gauss Rifle]]&lt;br /&gt;
|[[Image:Alloy Cannon Long War.png|48px]] [[Alloy Cannon (Long War)|Alloy Cannon]]&lt;br /&gt;
|[[Image:Gauss Long Rifle Long War.png|48px]] [[Gauss Long Rifle (Long War)|Gauss Long Rifle]]&lt;br /&gt;
|[[Image:Alloy Strike Rifle Long War.png|48px]] [[Alloy Strike Rifle (Long War)|Alloy Strike Rifle]]&lt;br /&gt;
|[[Image:Gauss Autorifle Long War.png|48px]] [[Gauss Autorifle (Long War)|Gauss Autorifle]]&lt;br /&gt;
|[[Image:Gauss Machine Gun Long War.png|48px]] [[Gauss Machine Gun (Long War)|Gauss Machine Gun]]&lt;br /&gt;
|[[Image:Recoilless Rifle Long War.png|48px]] [[Recoilless Rifle (Long War)|Recoilless Rifle]]&lt;br /&gt;
|[[Image:Railgun Long War.png|48px]] [[Railgun (Long War)|Railgun]]&lt;br /&gt;
|[[Image:Sentry Gun Long War.png|48px]] [[Sentry Gun (Long War)|Sentry Gun]]&lt;br /&gt;
|[[Image:Arc Rifle Long War.png|48px]] [[Arc Rifle (Long War)|Arc Rifle]]&lt;br /&gt;
|[[Image:Blaster Long War.png|48px]] [[Blaster (Long War)|Blaster]]&lt;br /&gt;
|[[Image:Pulse Stengun Long War.png|48px]] [[Pulse Stengun (Long War)|Pulse Stengun]]&lt;br /&gt;
|[[Image:Pulse Carbine Long War.png|48px]] [[Pulse Carbine (Long War)|Pulse Carbine]]&lt;br /&gt;
|[[Image:Pulse Rifle Long War.png|48px]] [[Pulse Rifle (Long War)|Pulse Rifle]]&lt;br /&gt;
|[[Image:Heavy Pulse Rifle Long War.png|48px]] [[Heavy Pulse Rifle (Long War)|Heavy Pulse Rifle]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Scatter Blaster Long War.png|48px]] [[Scatter Blaster (Long War)|Scatter Blaster]]&lt;br /&gt;
|[[Image:Pulse Sniper Rifle Long War.png|48px]] [[Pulse Sniper Rifle (Long War)|Pulse Sniper Rifle]]&lt;br /&gt;
|[[Image:Blaster Rifle Long War.png|48px]] [[Blaster Rifle (Long War)|Blaster Rifle]]&lt;br /&gt;
|[[Image:Pulse Autoblaster Long War.png|48px]] [[Pulse Autoblaster (Long War)|Pulse Autoblaster]]&lt;br /&gt;
|[[Image:Gatling Pulser Long War.png|48px]] [[Gatling Pulser (Long War)|Gatling Pulser]]&lt;br /&gt;
|[[Image:Pulse Lance Long War.png|48px]] [[Pulse Lance (Long War)|Pulse Lance]]&lt;br /&gt;
|[[Image:Superheavy Pulser Long War.png|48px]] [[Superheavy Pulser (Long War)|Superheavy Pulser]]&lt;br /&gt;
|[[Image:Plasma Pistol Long War.png|48px]] [[Plasma Pistol (Long War)|Plasma Pistol]]&lt;br /&gt;
|[[Image:Plasma Mauler Long War.png|48px]] [[Plasma Mauler (Long War)|Plasma Mauler]]&lt;br /&gt;
|[[Image:Plasma Stormgun Long War.png|48px]] [[Plasma Stormgun (Long War)|Plasma Stormgun]]&lt;br /&gt;
|[[Image:Plasma Carbine Long War.png|48px]] [[Plasma Carbine (Long War)|Plasma Carbine]]&lt;br /&gt;
|[[Image:Plasma Rifle Long War.png|48px]] [[Plasma Rifle (Long War)|Plasma Rifle]]&lt;br /&gt;
|[[Image:Heavy Plasma Rifle Long War.png|48px]] [[Heavy Plasma Rifle (Long War)|Heavy Plasma Rifle]]&lt;br /&gt;
|[[Image:Reflex Cannon Long War.png|48px]] [[Reflex Cannon (Long War)|Reflex Cannon]]&lt;br /&gt;
|[[Image:Plasma Sniper Rifle Long War.png|48px]] [[Plasma Sniper Rifle (Long War)|Plasma Sniper Rifle]]&lt;br /&gt;
|[[Image:Reflex Rifle Long War.png|48px]] [[Reflex Rifle (Long War)|Reflex Rifle]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Plasma Novagun Long War.png|48px]] [[Plasma Novagun (Long War)|Plasma Novagun]]&lt;br /&gt;
|[[Image:Plasma Dragon Long War.png|48px]] [[Plasma Dragon (Long War)|Plasma Dragon]]&lt;br /&gt;
|[[Image:Blaster Launcher Long War.png|48px]] [[Blaster Launcher (Long War)|Blaster Launcher]]&lt;br /&gt;
|[[Image:Particle Cannon Long War.png|48px]] [[Particle Cannon (Long War)|Particle Cannon]]&lt;br /&gt;
|[[Image:Superheavy Plasma Long War.png|48px]] [[Superheavy Plasma (Long War)|Superheavy Plasma]]&lt;br /&gt;
|[[Image:Flamethrower Long War.png|48px]] [[Flamethrower (Long War)|Flamethrower]]&lt;br /&gt;
|[[Image:Kinetic Strike Module Long War.png|48px]] [[Kinetic Strike Module (Long War)|Kinetic Strike Module]]&lt;br /&gt;
|[[Image:Grenade Launcher Long War.png|48px]] [[Grenade Launcher (Long War)|Grenade Launcher]]&lt;br /&gt;
|[[Image:Proximity Mine Launcher Long War.png|48px]] [[Proximity Mine Launcher (Long War)|Proximity Mine Launcher]]&lt;br /&gt;
|[[Image:Restorative Mist Long War.png|48px]] [[Restorative Mist (Long War)|Restorative Mist]]&lt;br /&gt;
|[[Image:Electro Pulse Long War.png|48px]] [[Electro Pulse (Long War)|Electro Pulse]]&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Image:Soldiers Armors Long War.png|center|64px|Armor]]&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;table style=&amp;quot;text-align:center;&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
|[[Image:Armor Thumbnail Long War.png|48px]] [[Armor (Long War)|&amp;lt;br&amp;gt;Overview]]&lt;br /&gt;
|[[Image:Chameleon Suit Long War.png|48px]] [[Leather Jacket (Long War)|Leather Jacket]]&lt;br /&gt;
|[[Image:Tac vest Long War.png|48px]] [[Tac Vest (Long War)|Tac Vest]]&lt;br /&gt;
|[[Image:Tac Armor Long War.png|48px]] [[Tac Armor (Long War)|Tac Armor]]&lt;br /&gt;
|[[Image:Phalanx armor Long War.png|48px]] [[Phalanx Armor (Long War)|Phalanx Armor]]&lt;br /&gt;
|[[Image:Kestrel armor Long War.png|48px]] [[Kestrel Armor (Long War)|Kestrel Armor]]&lt;br /&gt;
|[[Image:Carapace armor Long War .png|48px]] [[Carapace Armor (Long War)|Carapace Armor]]&lt;br /&gt;
|[[Image:Aurora armor Long War.png|48px]] [[Aurora Armor (Long War)|Aurora Armor]]&lt;br /&gt;
|[[Image:Banshee armor Long War.png|48px]] [[Banshee Armor (Long War)|Banshee Armor]]&lt;br /&gt;
|[[Image:Corsair armor Long War.png|48px]] [[Corsair Armor (Long War)|Corsair Armor]]&lt;br /&gt;
|[[Image:Aegis armor Long War.png|48px]] [[Aegis Armor (Long War)|Aegis Armor]]&lt;br /&gt;
|[[Image:Titan armor Long War.png|48px]] [[Titan Armor (Long War)|Titan Armor]]&lt;br /&gt;
|[[Image:Seraphim armor Long War.png|48px]] [[Seraph Armor (Long War)|Seraph Armor]]&lt;br /&gt;
|[[Image:Archangel armor Long War.png|48px]] [[Archangel Armor (Long War)|Archangel Armor]]&lt;br /&gt;
|[[Image:Shadow armor Long War.png|48px]] [[Shadow Armor (Long War)|Shadow Armor]]&lt;br /&gt;
|[[Image:Vortex armor Long War.png|48px]] [[Vortex Armor (Long War)|&amp;lt;br&amp;gt;Vortex Armor]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Inv Mec1.png|48px]] [[MEC-1 Warden (Long War)|MEC-1]]&lt;br /&gt;
|[[Image:Inv Mec2.png|48px]] [[MEC-2 Sentinel (Long War)|MEC-2]]&lt;br /&gt;
|[[Image:Inv Mec3.png|48px]] [[MEC-3 Paladin (Long War)|MEC-3]]&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[Image:Soldiers Equipment Long War.png|center|64px|Equipment]]&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;table style=&amp;quot;text-align:center;&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
|[[Image:Equipment Thumbnail Long War.png|48px]] [[Equipment (Long War)|Overview]]&lt;br /&gt;
|[[Image:Ceramic Plates Long War.png|48px]] [[Ceramic Plates (Long War)|Ceramic Plates]]&lt;br /&gt;
|[[Image:Alloy Plating Long War.png|48px]] [[Alloy Plating (Long War)|Alloy Plating]]&lt;br /&gt;
|[[Image:Reinforced Armor Long War.png|48px]] [[Reinforced Armor (Long War)|Reinforced Armor]]&lt;br /&gt;
|[[Image:Chameleon Suit Long War.png|48px]] [[Chameleon Suit (Long War)|Chameleon Suit]]&lt;br /&gt;
|[[Image:Impact Vest Long War.png|48px]] [[Impact Vest (Long War)|Impact Vest]]&lt;br /&gt;
|[[Image:Chittin Plating Long War.png|48px]] [[Chitin Plating (Long War)|Chitin Plating]]&lt;br /&gt;
|[[Image:Respirator Implant Long War.png|48px]] [[Respirator Implant (Long War)|Respirator Implant]]&lt;br /&gt;
|[[Image:Mind Shield Long War.png|48px]] [[Mind Shield (Long War)|Mind Shield]]&lt;br /&gt;
|[[Image:Psi Screen Long War.png|48px]] [[Psi Screen (Long War)|Psi Screen]]&lt;br /&gt;
|[[Image:Battle Scanner Long War.png|48px]] [[Battle Scanner (Long War)|Battle Scanner]]&lt;br /&gt;
|[[Image:Mimic Beacon Long War.png|48px]] [[Mimic Beacon (Long War)|Mimic Beacon]]&lt;br /&gt;
|[[Image:AP Grenade Long War.png|48px]] [[AP Grenade (Long War)|&amp;lt;br&amp;gt;AP Grenade]]&lt;br /&gt;
|[[Image:HE Grenade Long War.png|48px]] [[HE Grenade (Long War)|&amp;lt;br&amp;gt;HE Grenade]]&lt;br /&gt;
|[[Image:Alien Grenade Long War.png|48px]] [[Alien Grenade (Long War)|Alien Grenade]]&lt;br /&gt;
|[[Image:Flashbang Grenade Long War.png|48px]] [[Flashbang Grenade (Long War)|Flashbang Grenade]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Smoke Grenade Long War.png|48px]] [[Smoke Grenade (Long War)|Smoke Grenade]]&lt;br /&gt;
|[[Image:Chem Grenade Long War.png|48px]] [[Chem Grenade (Long War)|Chem Grenade]]&lt;br /&gt;
|[[Image:Psi Grenade Long War.png|48px]] [[Psi Grenade (Long War)|&amp;lt;br&amp;gt;Psi Grenade]]&lt;br /&gt;
|[[Image:Ghost Grenade Long War.png|48px]] [[Ghost Grenade (Long War)|Ghost Grenade]]&lt;br /&gt;
|[[Image:Rocket Long War.png|48px]] [[Rocket (Long War)|Rocket]]&lt;br /&gt;
|[[Image:Shredder Rocket Long War.png|48px]] [[Shredder Rocket (Long War)|Shredder Rocket]]&lt;br /&gt;
|[[Image:Hi Cap Mags Long War.png|48px]] [[Hi Cap Mags (Long War)|&amp;lt;br&amp;gt;Hi-Cap Mags]]&lt;br /&gt;
|[[Image:Shredder Ammo.png|48px]] [[Shredder Ammo (Long War)|Shredder Ammo]]&lt;br /&gt;
|[[Image:Armor Piercing Ammo Long War.png|48px]] [[Armor Piercing Ammo (Long War)|Armor Piercing Ammo]]&lt;br /&gt;
|[[Image:Breaching Ammo Long War.png|48px]] [[Breaching Ammo (Long War)|Breaching Ammo]]&lt;br /&gt;
|[[Image:Reaper Rounds Long War.png|48px]] [[Reaper Rounds (Long War)|Reaper Rounds]]&lt;br /&gt;
|[[Image:Alloy Jacketed Rounds Long War.png|48px]] [[Alloy-Jacketed Rounds (Long War)|Alloy-Jacketed Rounds]]&lt;br /&gt;
|[[Image:Enchanced Beam Optics Long War.png|48px]] [[Enhanced Beam Optics (Long War)|Enhanced Beam Optics]]&lt;br /&gt;
|[[Image:Plasma Stellerator Long War.png|48px]] [[Plasma Stellerator (Long War)|Plasma Stellerator]]&lt;br /&gt;
|[[Image:Laser Sight Long War.png|48px]] [[Laser Sight (Long War)|Laser Sight]]&lt;br /&gt;
|[[Image:SCOPE Long War.png|48px]] [[SCOPE (Long War)|SCOPE]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Targeting Module Long War.png|48px]] [[Targeting Module (Long War)|Targeting Module]]&lt;br /&gt;
|[[Image:Smartgun Kit Long War.png|48px]] [[Smartgun Kit (Long War)|Smartgun Kit]]&lt;br /&gt;
|[[Image:Marksman Scope Long War.png|48px]] [[Marksman&#039;s Scope (Long War)|Marksman&#039;s Scope]]&lt;br /&gt;
|[[Image:Alloy Bipod Long War.png|48px]] [[Alloy Bipod (Long War)|Alloy Bipod]]&lt;br /&gt;
|[[Image:Neural Gunlink Long War.png|48px]] [[Neural Gunlink (Long War)|Neural Gunlink]]&lt;br /&gt;
|[[Image:Alien Trophy Long War.png|48px]] [[Alien Trophy (Long War)|Alien Trophy]]&lt;br /&gt;
|[[Image:Medkit Long War.png|48px]] [[Medikit (Long War)|Medikit]]&lt;br /&gt;
|[[Image:Combat Stims Long War.png|48px]] [[Combat Stims (Long War)|Combat Stims]]&lt;br /&gt;
|[[Image:Arc Thrower Long War.png|48px]] [[Arc Thrower (Long War)|Arc Thrower]]&lt;br /&gt;
|[[Image:Fuel Cell Long War.png|48px]] [[Fuel Cell (Long War)|Fuel Cell]]&lt;br /&gt;
|[[Image:Walker Servos Long War.png|48px]] [[Walker Servos (Long War)|Walker Servos]]&lt;br /&gt;
|[[Image:Illuminator Gunsight Long War.png|48px]] [[Illuminator Gunsight (Long War)|Illuminator Gunsight]]&lt;br /&gt;
|[[Image:Cognitive Enchancer Long War.png|48px]] [[Cognitive Enhancer (Long War)|Cognitive Enhancer]]&lt;br /&gt;
|[[Image:Neuroregulator Long War.png|48px]] [[Neuroregulator (Long War)|Neuroregulator]]&lt;br /&gt;
|[[Image:HEAT Ammo Long War.png|48px]] [[HEAT Ammo (Long War)|HEAT Ammo]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Smartshell Pod Long War.png|48px]] [[Smartshell Pod (Long War)|Smartshell Pod]]&lt;br /&gt;
|[[Image:Counterfire Pod Long War.png|48px]] [[Counterfire Pod (Long War)|Counterfire Pod]]&lt;br /&gt;
|[[Image:Adaptive Tracking Pod Long War.png|48px]] [[Adaptive Tracking Pod (Long War)|Adaptive Tracking Pod]]&lt;br /&gt;
|[[Image:Damage Control Pod Long War.png|48px]] [[Damage Control Pod (Long War)|Damage Control Pod]]&lt;br /&gt;
|[[Image:Holo Targeter Long War.png|48px]] [[Holo-Targeter (Long War)|Holo-Targeter]]&lt;br /&gt;
|[[Image:Weapon Supercooler Long War.png|48px]] [[Weapon Supercooler (Long War)|Weapon Supercooler]]&lt;br /&gt;
|[[Image:Autosentry Turret Long War.png|48px]] [[Autosentry Turret (Long War)|Autosentry Turret]]&lt;br /&gt;
|[[Image:Core Armoring Long War.png|48px]] [[Core Armoring (Long War)|Core Armoring]]&lt;br /&gt;
|[[Image:Tactical Sensors Long War.png|48px]] [[Tactical Sensors (Long War)|Tactical Sensors]]&lt;br /&gt;
|[[Image:Depleted Elerium Rounds Long War.png|48px]] [[Depleted Elerium Rounds (Long War)|Depleted Elerium Rounds]]&lt;br /&gt;
|[[Image:Laser Pumper Long War.png|48px]] [[Laser Pumper (Long War)|Laser Pumper]]&lt;br /&gt;
|[[Image:Zevatron Booster Long War.png|48px]] [[Zevatron Booster (Long War)|Zevatron Booster]]&lt;br /&gt;
|[[Image:The Thumper Long War.png|48px]] [[The Thumper (Long War)|The Thumper]]&lt;br /&gt;
|[[Image:Autoloader Long War.png|48px]] [[Autoloader (Long War)|Autoloader]]&lt;br /&gt;
|[[Image:Alloy Carbide Plating Long War.png|48px]] [[Alloy Carbide Plating (Long War)|Alloy Carbide Plating]]&lt;br /&gt;
|[[Image:Weapon Gyros Long War.png|48px]] [[Weapon Gyros (Long War)|Weapon Gyros]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image:Battle Computer Long War.png|48px]] [[Battle Computer (Long War)|Battle Computer]]&lt;br /&gt;
|[[Image:Elerium Turbos Long War.png|48px]] [[Elerium Turbos (Long War)|Elerium Turbos]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Templates (Long War)]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64072</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64072"/>
		<updated>2015-04-17T12:11:00Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: Undo revision 64069 by PizzaMan (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
	 &lt;br /&gt;
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.&lt;br /&gt;
&lt;br /&gt;
* Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). &lt;br /&gt;
* Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 65 || 0 || 8 || 20 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 80 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 14 || 8 || 10 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 200 || 40 || 60 || 10 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. || 18 || Improved Body Armor || 70 || 14 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || 0 || All ||  Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier&#039;s bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. || 25 || Seeker Autopsy || 50 || 0 || 0 || 0 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. The first three are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke &amp;amp; Mirrors perk).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns and reveal cloaked targets. Can only equip one per soldier; perks that increase limited use items still apply.  || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.&amp;lt;br /&amp;gt;Also removes overwatch on the turn it is used. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || Psionic ||  When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. || 75 || Alien Communications&amp;lt;br /&amp;gt;Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can&#039;t stack with some other specialized ammo. || 25 || Improved Body Armor&amp;lt;br /&amp;gt;New Combat Systems || 50 || 12 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 35 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Drum Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Drum Mags&#039;&#039;&#039; || -2 || Assault, Infantry, Scout, Engineer, Medic || Grants +2 ammo capacity for assault rifle, carbine, and battle rifle series weapons.  Incurs a -4 Aim penalty when equipped. Cannot be stacked with High Cap Mags. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 30 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flak Ammo (Long War).png|center|128x64px]]&#039;&#039;&#039;Flak Ammo&#039;&#039;&#039; || -1 || All, MECs || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can&#039;t stack with some other specialized ammo. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources (cannot be stacked with Drum Mags). || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon&#039;s range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can&#039;t stack with some other specialized ammo. || 30 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 25 || 4 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman&#039;s/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics&amp;lt;br /&amp;gt;Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier&#039;s primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Standard: 54%/48%/42%/29%. &amp;lt;br /&amp;gt;Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user&#039;s will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. || 45 || Muton Berserker Autopsy ||  120 || 0 || 0 || 4 || 10 || 1x Berserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 ||  Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Shadow Device&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 60 || Seeker Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor&amp;lt;br /&amp;gt;Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Advanced Suppression Module&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 20 ||  SHIV Suppression  || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 ||  Mechanized Unit Defenses&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits. || 15 || Mechanized Unit Defenses || 30 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  Heavy Floater Autopsy  || 50 || 10 || 5 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 ||  Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 ||  Elerium&amp;lt;br /&amp;gt;Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Incinerator Module (Long War).png|center|128x64px]]&#039;&#039;&#039;Incinerator Module&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 30 || 20 || 2 || 7 || -	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64071</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64071"/>
		<updated>2015-04-17T12:10:33Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: Undo revision 64070 by PizzaMan (talk) oh nvm, removed in B15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
	 &lt;br /&gt;
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.&lt;br /&gt;
&lt;br /&gt;
* Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). &lt;br /&gt;
* Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 65 || 0 || 8 || 20 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 80 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 14 || 8 || 10 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 200 || 40 || 60 || 10 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. || 18 || Improved Body Armor || 70 || 14 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || 0 || All ||  Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier&#039;s bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. || 25 || Seeker Autopsy || 50 || 0 || 0 || 0 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. The first three are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke &amp;amp; Mirrors perk).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns and reveal cloaked targets. Can only equip one per soldier; perks that increase limited use items still apply.  || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.&amp;lt;br /&amp;gt;Also removes overwatch on the turn it is used. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || Psionic ||  When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. || 75 || Alien Communications&amp;lt;br /&amp;gt;Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can&#039;t stack with some other specialized ammo. || 25 || Improved Body Armor&amp;lt;br /&amp;gt;New Combat Systems || 50 || 12 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 35 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Drum Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Drum Mags&#039;&#039;&#039; || -2 || Assault, Infantry, Scout, Engineer, Medic || Grants +2 ammo capacity for assault rifle, carbine, and battle rifle series weapons.  Incurs a -4 Aim penalty when equipped. Cannot be stacked with High Cap Mags. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 30 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flak Ammo (Long War).png|center|128x64px]]&#039;&#039;&#039;Flak Ammo&#039;&#039;&#039; || -1 || All, MECs || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can&#039;t stack with some other specialized ammo. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources (cannot be stacked with Drum Mags). || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon&#039;s range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can&#039;t stack with some other specialized ammo. || 30 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 25 || 4 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman&#039;s/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics&amp;lt;br /&amp;gt;Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier&#039;s primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Standard: 54%/48%/42%/29%. &amp;lt;br /&amp;gt;Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user&#039;s will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. || 45 || Muton Berserker Autopsy ||  120 || 0 || 0 || 4 || 10 || 1x Berserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 ||  Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Shadow Device&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 60 || Seeker Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor&amp;lt;br /&amp;gt;Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Advanced Suppression Module&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 20 ||  SHIV Suppression  || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 ||  Mechanized Unit Defenses&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits. || 15 || Mechanized Unit Defenses || 30 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  Heavy Floater Autopsy  || 50 || 10 || 5 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 ||  Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 ||  Elerium&amp;lt;br /&amp;gt;Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Incinerator Module (Long War).png|center|128x64px]]&#039;&#039;&#039;Incinerator Module&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 30 || 20 || 2 || 7 || -	&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy_Belt_Long_War.png|center|128x64px]]&#039;&#039;&#039;Alloy Belt&#039;&#039;&#039; || {{Yes Icon}} || ? || -1 || +2 to +4 additional HP depending on MEC level. || ? || ? || ? || ? || ? || ? || ? || -	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64070</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64070"/>
		<updated>2015-04-17T12:09:28Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Miscellaneous Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
	 &lt;br /&gt;
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.&lt;br /&gt;
&lt;br /&gt;
* Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). &lt;br /&gt;
* Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
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&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
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&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 65 || 0 || 8 || 20 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 80 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 14 || 8 || 10 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 200 || 40 || 60 || 10 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. || 18 || Improved Body Armor || 70 || 14 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || 0 || All ||  Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier&#039;s bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. || 25 || Seeker Autopsy || 50 || 0 || 0 || 0 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. The first three are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke &amp;amp; Mirrors perk).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns and reveal cloaked targets. Can only equip one per soldier; perks that increase limited use items still apply.  || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.&amp;lt;br /&amp;gt;Also removes overwatch on the turn it is used. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || Psionic ||  When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. || 75 || Alien Communications&amp;lt;br /&amp;gt;Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can&#039;t stack with some other specialized ammo. || 25 || Improved Body Armor&amp;lt;br /&amp;gt;New Combat Systems || 50 || 12 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 35 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Drum Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Drum Mags&#039;&#039;&#039; || -2 || Assault, Infantry, Scout, Engineer, Medic || Grants +2 ammo capacity for assault rifle, carbine, and battle rifle series weapons.  Incurs a -4 Aim penalty when equipped. Cannot be stacked with High Cap Mags. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 30 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flak Ammo (Long War).png|center|128x64px]]&#039;&#039;&#039;Flak Ammo&#039;&#039;&#039; || -1 || All, MECs || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can&#039;t stack with some other specialized ammo. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources (cannot be stacked with Drum Mags). || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon&#039;s range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can&#039;t stack with some other specialized ammo. || 30 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 25 || 4 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman&#039;s/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics&amp;lt;br /&amp;gt;Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier&#039;s primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Standard: 54%/48%/42%/29%. &amp;lt;br /&amp;gt;Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user&#039;s will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. || 45 || Muton Berserker Autopsy ||  120 || 0 || 0 || 4 || 10 || 1x Berserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 ||  Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Shadow Device&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 60 || Seeker Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor&amp;lt;br /&amp;gt;Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Advanced Suppression Module&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 20 ||  SHIV Suppression  || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 ||  Mechanized Unit Defenses&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits. || 15 || Mechanized Unit Defenses || 30 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  Heavy Floater Autopsy  || 50 || 10 || 5 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 ||  Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 ||  Elerium&amp;lt;br /&amp;gt;Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Incinerator Module (Long War).png|center|128x64px]]&#039;&#039;&#039;Incinerator Module&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 30 || 20 || 2 || 7 || -	&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy_Belt_Long_War.png|center|128x64px]]&#039;&#039;&#039;Alloy Belt&#039;&#039;&#039; || {{Yes Icon}} || ? || ? || +2 to +4 additional HP depending on MEC level. || ? || ? || ? || ? || ? || ? || ? || -	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64069</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=64069"/>
		<updated>2015-04-17T12:08:56Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Miscellaneous Equipment */ added Alloy Belt, someone with the game installed please complete stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
	 &lt;br /&gt;
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.&lt;br /&gt;
&lt;br /&gt;
* Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). &lt;br /&gt;
* Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 65 || 0 || 8 || 20 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 80 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 14 || 8 || 10 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 200 || 40 || 60 || 10 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. || 18 || Improved Body Armor || 70 || 14 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || 0 || All ||  Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier&#039;s bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. || 25 || Seeker Autopsy || 50 || 0 || 0 || 0 || 5 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. The first three are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke &amp;amp; Mirrors perk).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns and reveal cloaked targets. Can only equip one per soldier; perks that increase limited use items still apply.  || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.&amp;lt;br /&amp;gt;Also removes overwatch on the turn it is used. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || Psionic ||  When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. || 75 || Alien Communications&amp;lt;br /&amp;gt;Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can&#039;t stack with some other specialized ammo. || 25 || Improved Body Armor&amp;lt;br /&amp;gt;New Combat Systems || 50 || 12 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 35 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Drum Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Drum Mags&#039;&#039;&#039; || -2 || Assault, Infantry, Scout, Engineer, Medic || Grants +2 ammo capacity for assault rifle, carbine, and battle rifle series weapons.  Incurs a -4 Aim penalty when equipped. Cannot be stacked with High Cap Mags. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 30 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flak Ammo (Long War).png|center|128x64px]]&#039;&#039;&#039;Flak Ammo&#039;&#039;&#039; || -1 || All, MECs || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can&#039;t stack with some other specialized ammo. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources (cannot be stacked with Drum Mags). || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 16%, but doubles the weapon&#039;s range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can&#039;t stack with some other specialized ammo. || 30 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 25 || 4 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman&#039;s/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics&amp;lt;br /&amp;gt;Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier&#039;s primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Standard: 54%/48%/42%/29%. &amp;lt;br /&amp;gt;Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user&#039;s will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. || 45 || Muton Berserker Autopsy ||  120 || 0 || 0 || 4 || 10 || 1x Berserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 ||  Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Shadow Device&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 60 || Seeker Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor&amp;lt;br /&amp;gt;Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Advanced Suppression Module&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 20 ||  SHIV Suppression  || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 ||  Mechanized Unit Defenses&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the mechanized unit immune to Critical Hits. || 15 || Mechanized Unit Defenses || 30 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  Heavy Floater Autopsy  || 50 || 10 || 5 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 ||  Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 ||  Elerium&amp;lt;br /&amp;gt;Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Incinerator Module (Long War).png|center|128x64px]]&#039;&#039;&#039;Incinerator Module&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 30 || 20 || 2 || 7 || -	&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy_Belt_Long_War.png|center|128x64px]]&#039;&#039;&#039;Alloy Belt&#039;&#039;&#039; || {{Yes Icon}} || ? || -1 || +2 to +4 additional HP depending on MEC level. || ? || ? || ? || ? || ? || ? || ? || -	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Situation_Room_(EU2012)&amp;diff=63766</id>
		<title>Situation Room (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Situation_Room_(EU2012)&amp;diff=63766"/>
		<updated>2015-03-30T23:31:32Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Launch Satellite */ future combat does not affect cost in recourses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:SR (EU2012).png|thumb|right|300px|The Situation Room]]&lt;br /&gt;
&lt;br /&gt;
The Situation Room is the location at [[HQ (EU2012)|HQ]] where the Commander will be informed and deal with the strategic decisions affecting [[ (EU2012)| ]]XCOM on its fight against the [[Aliens (EU2012)|aliens]]. The Situation Room will display information about XCOM&#039;s [[Storyline (EU2012)#XCOM Objectives|objectives]], its [[Finances (EU2012)|Finances]], present [[News Items (EU2012)|news itews]] from all over the world regarding the invasion, and the number of countries who have left the Council. It is also possible to launch [[Satellite (EU2012)|satellites]], fulfill Council [[Requests (EU2012)|requests]] and, in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] to carry out [[Covert Operations (EU2012)|Covert Operations]] against [[EXALT (EU2012)|EXALT]].&lt;br /&gt;
&lt;br /&gt;
==Main Screen==&lt;br /&gt;
[[File:Main Screen (EU2012).png|300px|right|Main Screen]]&lt;br /&gt;
The central area of Main Screen displays the Doom Tracker on the top left corner, the number of Deployed/Available Satellites on the top right and, through icons over the countries/continents, the location of the XCOM base and the satellites/interceptors deployed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===Doom Tracker===&lt;br /&gt;
[[File:Doom Tracker (EU2012).png|300px|right]]&lt;br /&gt;
The Doom Tracker shows the number of countries that have left the Council. If 8 or more countries leave the Council then the XCOM project will be terminated and the game will be lost. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===Country Status===&lt;br /&gt;
[[File:Finances 1 (EU2012).png|right|300px|At least Brazil is safe!]]&lt;br /&gt;
The left and right sections of the Situation Room display the panic level for each country, along with any satellites deployed and the current funding received for the country.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Panic Level ===&lt;br /&gt;
[[File:Panic Levels (EU2012).png|300px|right]]&lt;br /&gt;
The Situation Room will display the Panic level throughout the world. Each country has a panic level from 0 to 5 (and a corresponding color) and it will increase or decrease depending on how well XCOM responds to alien activity in that country and the continent and also on the presence of satellites. Once a country has reached a high enough level of panic, that country may permanently withdraw from the XCOM project. Once eight countries leave the Council the XCOM project will be automatically terminated. For more information, see [[Managing_Panic_(EU2012)|Managing Panic]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== News Ticker===&lt;br /&gt;
Located below the Main Screen, the News Ticker will display relevant [[News Items (EU2012)|News Items]] concerning the alien invasion from around the world that will reflect XCOM&#039;s performance in protecting the Council&#039;s nations. &lt;br /&gt;
[[File:Omsk.png|900px|center|&amp;quot;We&#039;re sure there were not aliens involved - the UFO was swamp gas hit by ball lighting while planet Venus was on the sky seen by a citizen that had too much vodka.&amp;quot;]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Objectives ===&lt;br /&gt;
[[File:Objectives SR (EU2012).png|300px|right|Objectives]]&lt;br /&gt;
The Objectives suggest milestones (e.g., &amp;quot;&#039;&#039;Construct the Alien Containment Facility&#039;&#039;&amp;quot;; &amp;quot;&#039;&#039;Research the Arc Thrower&#039;&#039;&amp;quot;) to help you progress through the game. Those actions are usually marked as &#039;&#039;&#039;Priority&#039;&#039;&#039; on the lists of available projects for your base. A list of XCOM&#039;s objectives can be found at [[Storyline_(EU2012)|Storyline]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Launch Satellite ==&lt;br /&gt;
[[File:Satellite Network (EU2012).png|300px|right|Satellite Network]]&lt;br /&gt;
It is possible to launch satellites from the Situation Room after they are built by [[Engineering (EU2012)|Engineering]]. By expanding its space detection network XCOM will enhance its capabilities to detect and stop incoming UFOs, receive additional Council funding and extra scientists and/or engineers received for each additional country covered. &lt;br /&gt;
&lt;br /&gt;
The continent where the XCOM base is located will also provide additional bonuses, listed under &#039;&#039;&#039;Bonus&#039;&#039;&#039; in the table above. If you cover an entire continent with satellites, then you also get that bonus even if your base is located elsewhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Additional information: [http://forums.2kgames.com/showthread.php?146306-Continental-bonuses-analysis-(long-and-spolierish) 2K Forums about Satellite Coverage vs Bonus from Continents].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Easy/Normal)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 engineer || align=&amp;quot;center&amp;quot; | +2 engineers  || align=&amp;quot;center&amp;quot; | +2 scientists || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; | +1 scientist&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; | +3 engineers || align=&amp;quot;center&amp;quot; | +3 scientists || align=&amp;quot;center&amp;quot; |  +2 scientists&amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; |  +2 scientists&amp;lt;br/&amp;gt; +2 engineers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +2 scientists &amp;lt;br/&amp;gt; +3 engineers || align=&amp;quot;center&amp;quot; | +6 engineers|| align=&amp;quot;center&amp;quot; | +6 scientists || align=&amp;quot;center&amp;quot; |  +4 scientists &amp;lt;br/&amp;gt; +4 engineers ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; | +8 engineers || align=&amp;quot;center&amp;quot; | +8 scientists || ||&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bonus&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;All In&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 30%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Future Combat&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All projects in [[Foundry (EU2012)|The Foundry]] and the [[OTS (EU2012)|Officer Training School]] cost 50% less money.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Expert Knowledge&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air &amp;amp; Space&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All [[Craft (EU2012)| aircraft]] and [[Craft Armaments (EU2012)|aircraft weapons]] cost 50% less to purchase, build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Autopsies and Interrogations are completed instantly.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Classic/Impossible)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 engineer || align=&amp;quot;center&amp;quot; | +1 engineer  || align=&amp;quot;center&amp;quot; | +1 scientist || align=&amp;quot;center&amp;quot; | +1 scientist || align=&amp;quot;center&amp;quot; | +1 scientist&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; | +2 engineers || align=&amp;quot;center&amp;quot; | +2 scientists || align=&amp;quot;center&amp;quot; |  +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; |  +1 scientist&amp;lt;br/&amp;gt; +1 engineer&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist &amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; | +3 engineers|| align=&amp;quot;center&amp;quot; | +3 scientists || align=&amp;quot;center&amp;quot; |  +2 scientists &amp;lt;br/&amp;gt; +1 engineer ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; | +4 engineers || align=&amp;quot;center&amp;quot; | +4 scientists || ||&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bonus&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;All In&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 30%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Future Combat&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All projects in [[Foundry (EU2012)|The Foundry]] and the [[OTS (EU2012)|Officer Training School]] cost 50% less money.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Expert Knowledge&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air &amp;amp; Space&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All [[Craft (EU2012)| aircraft]] and [[Craft Armaments (EU2012)|aircraft weapons]] cost 50% less to purchase, build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Autopsies and Interrogations are completed instantly.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Launching satellites will also decrease the [[Panic (EU2012)|panic]] level of the country over which it is deployed and as the satellite cover expands to cover an entire continent, the player will get the additional continent bonuses listed above. Due to its critical role, the [[Aliens (EU2012)|Aliens]] will also send [[UFOs (EU2012)#UFO Missions|UFOs]] on missions to try to target and destroy XCOM&#039;s satellite network. To protect its satellites XCOM will also have to [[Hangar (EU2012)|deploy]] Interceptors on those continents to stop any hostile incursions.&lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
[[File:Funding (EU2012).png|300px|right|Funding]]&lt;br /&gt;
&lt;br /&gt;
The Situation Room provides links to [[Finances (EU2012)|Finances]], which will display your total § on-hand and monthly income.&lt;br /&gt;
&lt;br /&gt;
XCOM receives a base funding each month from the Council, plus additional funding obtained through the deployment of satellites over countries. The starting funding will depend on the continent and country where the [[XCOM Headquarters (EU2012)|Headquarters]] is located. Since it comes with a deployed satellite, the starting funding will consist of the base funding plus the funding of the country where HQ is located. Both starting and country funding will be affected by the game [[Difficulty  (EU2012)|difficulty]] and the bonus that is gained from placing the base on that continent.&lt;br /&gt;
Each country provides funding as long as they remain in the Council, which depends on their panic level, which ultimately depends on the player&#039;s ability to &#039;protect&#039; those countries with satellite coverage and successfully completing tactical combat missions. Continents provide bonuses for placing your base there and for covering the entire continent with satellites. For strategy discussion on choosing base location and managing satellite coverage, go to the [[Managing Panic (EU2012)|Managing Panic]] page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;30%&amp;quot;&lt;br /&gt;
|+ Base Funding by Difficulty Level&lt;br /&gt;
|- &lt;br /&gt;
! Easy !! Normal !! Classic !! Impossible&lt;br /&gt;
|- &lt;br /&gt;
| §175 || §175 || §75 || §75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ Country Funding by Continent (+50% Easy difficulty)&lt;br /&gt;
|- &lt;br /&gt;
! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Egypt: §70 (§105)&lt;br /&gt;
* South Africa: §80 (§120)&lt;br /&gt;
* &#039;&#039;&#039;Nigeria: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* &#039;&#039;&#039;China: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
* Japan: §100 (§150)&lt;br /&gt;
* India: §60 (§90)&lt;br /&gt;
* Australia: §60 (§90)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* United Kingdom: §100 (§150)&lt;br /&gt;
* Russia: §150 (§225)&lt;br /&gt;
* France: §80 (§120)&lt;br /&gt;
* &#039;&#039;&#039;Germany: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;United States: §180&#039;&#039;&#039; (§270)&lt;br /&gt;
* Canada: §100 (§150)&lt;br /&gt;
* Mexico: §50 (§75)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Argentina: §70 (§105)&lt;br /&gt;
* &#039;&#039;&#039;Brazil: §80&#039;&#039;&#039; (§120)&lt;br /&gt;
|- style=&amp;quot;font-weight: bold;&amp;quot;&lt;br /&gt;
| Ʃ §250 (§375) || Ʃ §320 (§480) || Ʃ §430 (§645) || Ʃ §330 (§495) || Ʃ §150 (§225)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The &#039;&#039;&#039;bold&#039;&#039;&#039; country is where the base will be located if you pick that continent to start the campaign.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grey Market==&lt;br /&gt;
[[File:Grey Market (EU2012).png|right|300px|Grey Market]]&lt;br /&gt;
The Grey Market is where XCOM may sell recovered alien [[Alien Artifacts (EU2012)|artifacts]] in exchange for credits (§). For details on the list of items that can be sold and their prices, see [[Grey Market (EU2012)|Grey Market]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Pending Requests==&lt;br /&gt;
[[File:Request 2 (EU2012).png|300px|right|No Requests Available]]&lt;br /&gt;
This section will show any [[Requests (EU2012)|requests]] from Council members to supply arms, technology or alien corpses. Check the page for more info on the type of requests presented and the rewards given to XCOM in exchange.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Covert Operations==&lt;br /&gt;
[[File:Covert Operations SR (EU2012).png|300px|right|Covert Operations]]&lt;br /&gt;
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] a new option called Covert Operations becomes available in the Situation Room in May after [[EXALT (EU2012)|EXALT]] appears on the game. In [[Covert Operations (EU2012)|Covert Operations]] it is possible to perform Intel Scans to detect EXALT cells, send [[Covert Operative (EU2012)|Covert Operatives]] on missions on countries where there are cells and perform a raid on the EXALT HQ. After the EXALT Base is destroyed, the Covert Operations tab is removed from the Situation Room. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[The Council (EU2012)|The Council]] - for info on scoring and XCOM monthly grade.&lt;br /&gt;
* [[News Items (EU2012)|News Items]] - for the media reports that are constantly updated and displayed.&lt;br /&gt;
* [[Strategy (EU2012)#Continent Analysis|Strategy]] - for a detailed breakdown of each of the Continental Bonuses.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Dynamic_War_(Long_War)&amp;diff=63684</id>
		<title>Talk:Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Dynamic_War_(Long_War)&amp;diff=63684"/>
		<updated>2015-03-24T21:28:43Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I do not play the game, this information is gathered from&lt;br /&gt;
1. Watchin Beagle play, discussion during his streams.  &lt;br /&gt;
2. Reddit: [http://www.reddit.com/r/Xcom/comments/2zh01w/lw_how_dynamic_war_scales_two_potential_issues/].  &lt;br /&gt;
3. The LW forums on [http://forums.nexusmods.com/index.php?/forum/551-xcom-enemy-unknown/], where i started this thread for feedback on this page: [http://forums.nexusmods.com/index.php?/topic/2685994-lw-dynamic-war-what-scales/].&lt;br /&gt;
&lt;br /&gt;
...so please by all means, correct me! If you don&#039;t want to make an account here, please let me know on reddit or nexusmods. [[User:PizzaMan|PizzaMan]] ([[User talk:PizzaMan|talk]]) 19:40, 18 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Took out unconfirmed:&lt;br /&gt;
* &#039;&#039;&#039;The rewards from council missions???&#039;&#039;&#039;: but the number of council missions doesn&#039;t scale. (not verified, would be unbalanced, supposedly scales)&lt;br /&gt;
*&#039;&#039;&#039;fatigue from gene mods???&#039;&#039;&#039;: (unconfirmed, supposedly doesn&#039;t scale)&lt;br /&gt;
*&#039;&#039;&#039;panic&#039;&#039;&#039; supposedly doesn&#039;t scale properly, but i don&#039;t know exactly how&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63683</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63683"/>
		<updated>2015-03-24T19:33:20Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Unbalanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one &amp;quot;point&amp;quot;. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc.&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission, up to a level per soldier.&lt;br /&gt;
*&#039;&#039;&#039;Weapons captures from enemies&#039;&#039;&#039;: you still get one weapon per captured alien but the opportunities to catch enemies do scale (except for exalt and council missions). This is unbalanced. Exalt weapons form an exception because the amount of exalt missions doesn&#039;t scale.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. In contrast, a good mission, for example where you grab three meld canisters and lots of resources, can have a major positive effect. However there is a variable in an .ini file for how clumped up missions are. Higher numbers mean missions of each type will tend to occur on a more regular, &amp;quot;clockwork&amp;quot; basis based on alien supply and aggro. Lower numbers mean more clumping of missions, more variance in missions per month, and longer dry spells for each mission type.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. The exception is the cost in alien corpses and weapon fragments, which does scale. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. &lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled.&lt;br /&gt;
* &#039;&#039;&#039;Aliends gathered&#039;&#039;&#039;: The amount of alien corpses and live aliens gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;br /&gt;
*&#039;&#039;&#039;Exalt weapon captures&#039;&#039;&#039;: because the number of exalt missions doesn&#039;t scale, you get the same opportunies for exalt weapon captures.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63682</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63682"/>
		<updated>2015-03-24T19:21:36Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Unbalanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one &amp;quot;point&amp;quot;. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc.&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission, up to a level per soldier.&lt;br /&gt;
*&#039;&#039;&#039;Weapons captures from enemies&#039;&#039;&#039;: you still get one weapon per captured alien but the opportunities to catch enemies do scale (except for exalt and council missions). This is unbalanced. Exalt weapons form an exception because the amount of exalt missions doesn&#039;t scale.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. In contrast, a good mission, for example where you grab three meld canisters and lots of resources, can have a major positive effect. However there is a variable in an .ini file for how clumped up missions are.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. The exception is the cost in alien corpses and weapon fragments, which does scale. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. &lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled.&lt;br /&gt;
* &#039;&#039;&#039;Aliends gathered&#039;&#039;&#039;: The amount of alien corpses and live aliens gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;br /&gt;
*&#039;&#039;&#039;Exalt weapon captures&#039;&#039;&#039;: because the number of exalt missions doesn&#039;t scale, you get the same opportunies for exalt weapon captures.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63681</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63681"/>
		<updated>2015-03-24T19:11:43Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Unbalanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one &amp;quot;point&amp;quot;. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc.&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission, up to a level per soldier.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien but the opportunities to catch enemies do scale (except for exalt and council missions). This is unbalanced. Exalt weapons form an exception because the amount of exalt missions doesn&#039;t scale.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. In contrast, a good mission, for example where you grab three meld canisters and lots of resources, can have a major positive effect. However there is a variable in an .ini file for how clumped up missions are.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. The exception is the cost in alien corpses and weapon fragments, which does scale. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. &lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled.&lt;br /&gt;
* &#039;&#039;&#039;Aliends gathered&#039;&#039;&#039;: The amount of alien corpses and live aliens gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;br /&gt;
*&#039;&#039;&#039;Exalt weapon captures&#039;&#039;&#039;: because the number of exalt missions doesn&#039;t scale, you get the same opportunies for exalt weapon captures.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63680</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63680"/>
		<updated>2015-03-24T19:10:39Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Balanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one &amp;quot;point&amp;quot;. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc.&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission, up to a level per soldier.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale (except for exalt and council missions). This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. In contrast, a good mission, for example where you grab three meld canisters and lots of resources, can have a major positive effect. However there is a variable in an .ini file for how clumped up missions are.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. The exception is the cost in alien corpses and weapon fragments, which does scale. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. &lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled.&lt;br /&gt;
* &#039;&#039;&#039;Aliends gathered&#039;&#039;&#039;: The amount of alien corpses and live aliens gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;br /&gt;
*&#039;&#039;&#039;Exalt weapon captures&#039;&#039;&#039;: because the number of exalt missions doesn&#039;t scale, you get the same opportunies for exalt weapon captures.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63679</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63679"/>
		<updated>2015-03-24T19:05:54Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Unbalanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one &amp;quot;point&amp;quot;. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc.&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission, up to a level per soldier.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale (except for exalt and council missions). This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. In contrast, a good mission, for example where you grab three meld canisters and lots of resources, can have a major positive effect. However there is a variable in an .ini file for how clumped up missions are.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. The exception is the cost in alien corpses and weapon fragments, which does scale. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. &lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled.&lt;br /&gt;
* &#039;&#039;&#039;Aliends gathered&#039;&#039;&#039;: The amount of alien corpses and live aliens gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63678</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63678"/>
		<updated>2015-03-24T19:02:23Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Unbalanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one &amp;quot;point&amp;quot;. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc.&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission, up to a level per soldier.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. In contrast, a good mission, for example where you grab three meld canisters and lots of resources, can have a major positive effect. However there is a variable in an .ini file for how clumped up missions are.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. The exception is the cost in alien corpses and weapon fragments, which does scale. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. &lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled.&lt;br /&gt;
* &#039;&#039;&#039;Aliends gathered&#039;&#039;&#039;: The amount of alien corpses and live aliens gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63677</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63677"/>
		<updated>2015-03-24T18:54:53Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one &amp;quot;point&amp;quot;. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc.&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. In contrast, a good mission, for example where you grab three meld canisters and lots of resources, can have a major positive effect. However there is a variable in an .ini file for how clumped up missions are.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. The exception is the cost in alien corpses and weapon fragments, which does scale. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. &lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled.&lt;br /&gt;
* &#039;&#039;&#039;Aliends gathered&#039;&#039;&#039;: The amount of alien corpses and live aliens gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Dynamic_War_(Long_War)&amp;diff=63651</id>
		<title>Talk:Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Dynamic_War_(Long_War)&amp;diff=63651"/>
		<updated>2015-03-23T11:03:00Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: took out unconfirmed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I do not play the game, this information is gathered from&lt;br /&gt;
1. Watchin Beagle play, discussion during his streams.  &lt;br /&gt;
2. Reddit: [http://www.reddit.com/r/Xcom/comments/2zh01w/lw_how_dynamic_war_scales_two_potential_issues/].  &lt;br /&gt;
3. The LW forums on [http://forums.nexusmods.com/index.php?/forum/551-xcom-enemy-unknown/], where i started this thread for feedback on this page: [http://forums.nexusmods.com/index.php?/topic/2685994-lw-dynamic-war-what-scales/].&lt;br /&gt;
&lt;br /&gt;
...so please by all means, correct me! If you don&#039;t want to make an account here, please let me know on reddit or nexusmods. [[User:PizzaMan|PizzaMan]] ([[User talk:PizzaMan|talk]]) 19:40, 18 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Took out unconfirmed:&lt;br /&gt;
* &#039;&#039;&#039;The rewards from council missions???&#039;&#039;&#039;: but the number of council missions doesn&#039;t scale. (not verified, would be unbalanced, supposedly scales)&lt;br /&gt;
*&#039;&#039;&#039;fatigue from gene mods???&#039;&#039;&#039;: (unconfirmed, supposedly doesn&#039;t scale)&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63650</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63650"/>
		<updated>2015-03-23T11:01:56Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: took out unconfirmed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one &amp;quot;point&amp;quot;. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc.&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. In contrast, a good mission, for example where you grab three meld canisters and lots of resources, can have a major positive effect.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. The exception is the cost in alien corpses and weapon fragments, which does scale. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. &lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled.&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63624</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63624"/>
		<updated>2015-03-20T00:25:47Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Unbalanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;The rewards from council missions???&#039;&#039;&#039;: but the number of council missions doesn&#039;t scale. (not verified, would be unbalanced)&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one &amp;quot;point&amp;quot;. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc.&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;fatigue from gene mods???&#039;&#039;&#039;: (unconfirmed)&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. In contrast, a good mission, for example where you grab three meld canisters and lots of resources, can have a major positive effect.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. The exception is the cost in alien corpses and weapon fragments, which does scale. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. &lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled.&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63621</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63621"/>
		<updated>2015-03-19T12:05:16Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Things that don&amp;#039;t scale with Dynamic War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;The rewards from council missions???&#039;&#039;&#039;: but the number of council missions doesn&#039;t scale. (not verified, would be unbalanced)&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one &amp;quot;point&amp;quot;. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc.&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;fatigue from gene mods???&#039;&#039;&#039;: (unconfirmed)&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. A good mission, for example where you grab three meld canisters and lots of resources can have a major positive effect.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. The exception is the cost in alien corpses and weapon fragments, which does scale. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. &lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled.&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=63620</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=63620"/>
		<updated>2015-03-19T11:22:37Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: hope someone can fill in the details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:LW_Chryssalid_Queen.jpeg|left|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to lurk rather than patrol.  The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|hp=3 - 15&lt;br /&gt;
|aim=65 - 89&lt;br /&gt;
|defense=0 - 28&lt;br /&gt;
|will=5 - 120&lt;br /&gt;
|move=12 - 13&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.  All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Unlike most alien types, Sectoid pod leaders do +1 damage over regular sectoids at the start of the game without requiring extra research.&lt;br /&gt;
&lt;br /&gt;
Rewards: Sectoids carry plasma pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses.  After Xenobiology is researched, the council will request Sectoid Corpses from time to time.  Typical requests exchange 6 sectoids for 1 or 2 scientists, plus a very slight boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 4 || 3 || 65 || 0 || 0 || 12 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | &#039;&#039;&#039;Stat/Perk Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;5%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;5%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk &amp;lt;br /&amp;gt;(Leader Level / Navigator Chance)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Gunslinger (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Suppression (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Mindfray (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Mind Merge (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Psi Panic (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|15 || - || +1 || - || - || - || - || - || +10 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|30 || - || - || - || - || - || - || - || +10 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
|30 || - || - || +3 || - || - || - || - || - || - || - &amp;lt;br /&amp;gt;(20%)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|75 || - || - || - || - || - || - || - || +10 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|120 || +1 || - || +4 || - || - || +4 || - || +10 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|180 || - || +1 || - || - || - || - || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
|180 || - || +1 || - || - || - || - || - || +5 || - || - &amp;lt;br /&amp;gt;(20%)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|240 || - || - || - || - || - || - || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|270 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|300 || - || - || +4 || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
|300 || - || +1 || - || - || - || - || - || +15 || - || - &amp;lt;br /&amp;gt;(15%)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
|300 || - || +1 || - || - || - || - || - || +10 || - || - &amp;lt;br /&amp;gt;(20%)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|360 || - || - || - || - || - || +4 || +1 || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|420 || +1 || +1 || +4 || - || - || - || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|510 || - || - || - || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|600 || +1 || +1 || +4 || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|690 || - || - || - || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|720 || - || +1 || - || - || - || - || - || +5 || - || {{ Adaptive Bone Marrow (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|800 || - || +1 || - || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|900 || +1 || +3 || +4 || - || - || - || - || +15 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1200 || +1 || +3 || +4 || - || - || - || - || +15 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || +1 || - || - || - || - || - || +5 || - || {{ Low Profile (Long War) }}(L1)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || - || - || +4 || - || - || - || - || +5 || - || - &amp;lt;br /&amp;gt;(L2)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || - || - || - || - || - || - || +5 || - || - &amp;lt;br /&amp;gt;(L3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || - || +1 || +4 || - || - || - || - || +5 || - || {{ Executioner (Long War) }}(L4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || +5 || - || {{ Rapid Reaction (Long War) }}(L5)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || - || +1 || +4 || - || - || - || - || +5 || - || - &amp;lt;br /&amp;gt;(L6)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || - || +4 || - || - || - || - || +5 || - || {{ Tactical Sense (Long War) }}(L7)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || +5 || +4 || - || - || - || - || +5 || - || {{ Adaptive Bone Marrow (Long War) }}(L8)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || +2 || +4 || - || - || - || - || +5 || - || {{ Combined Arms (Long War) }}(L9)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;5%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;5%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3&lt;br /&gt;
|aim=60&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter.  Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Progression&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Research !! {{Damage Icon}} !! {{Aim (Long War)}} !! {{DR (Long War)}} !! {{Defense (Long War)}} !! {{Health (Long War)}} !! {{Mobility (Long War)}} !! {{Will (Long War)}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Base Stats || 3 || 60 || 1.0 || 0 || 3 || 12 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 15 || - || - || 1.2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 30 || - || - || 1.4 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 45 || - || - || 1.6 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 60 || - || - || 2.0 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 120 || - || 65 || - || - || 6 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 270 || 4 || 70 || - || - || 7 || 13 || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 360 || 5 || 75 || - || 10 || 8 || 14 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Normal || - || -10 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Classic || - || -5 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Brutal || - || - || - || - || +1 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Impossible || - || - || - || - || +1 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla.  On larger ships and later encounters, Outsiders spawn in pods of 3 or 4.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys.  These are essential for initiating base assault missions, a requirement for ending the game.  They also carry light plasma rifles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Outsider Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Outsider Light Plasma  Rifle || 4 to 8 || 8 to 11 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle I || 5 to 9 || 9 to 12 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle II || 6 to 10 || 10 to 14 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle III || 7 to 11 || 11 to 16 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle IV || 7 to 13 || 13 to 18 || 15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5 - 22&lt;br /&gt;
|aim=70 - 105&lt;br /&gt;
|defense=0 - 35&lt;br /&gt;
|will=25 - 55&lt;br /&gt;
|move=14 - 19&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage. A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses.  These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x).  The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Progression&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Research !! {{Damage Icon}} !! {{Aim (Long War)}} !! {{DR (Long War)}} !! {{Defense (Long War)}} !! {{Health (Long War)}} !! {{Mobility (Long War)}} !! {{Will (Long War)}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Base Stats || 5 || 70 || 0 || 0 || 5 || 14 || 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 90 || - || 75 || - || - || 6 || - || 28&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 120 || - || 80 || - || - || - || - || 31&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 210 || - || - || - || - || 7 || 15 || 34 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 360 || - || 85 || - || 3 || - || 16 || 37&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 450 || - || - || - || 6 || 8 || - || 40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 600 || - || 90 || - || 9 || 9 || 17 || 43&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 700 || - || 95 || - || 12 || - || - || 46&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 800 || - || - || - || 15 || 10 || - || 49&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 900 || 6 || 100 || - || 25 || 16 || 18 || 52&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 1200 || 7 || 105 || - || 35 || 22 || 19 || 55&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Normal || - || -10 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Classic || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Brutal || - || +5 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Impossible || +1 || +5 || - || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;|| &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;|| &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Urban_Combat_Badge_2_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; || &#039;&#039;Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover grant the defense bonus of full cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5 - 16&lt;br /&gt;
|aim=65 - 90&lt;br /&gt;
|defense=0 - 16&lt;br /&gt;
|will=20 - 44&lt;br /&gt;
|move=14 - 21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders often gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Progression&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Research !! {{Damage Icon}} !! {{Aim (Long War)}} !! {{DR (Long War)}} !! {{Defense (Long War)}} !! {{Health (Long War)}} !! {{Mobility (Long War)}} !! {{Will (Long War)}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Base Stats || 5 || 65 || 0 || 0 || 5 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 75 || - || - || - || - || 6 || - || 22&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 120 || - || 70 || - || - || - || - || 24&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 180 || - || - || - || - || 7 || 15 || 26&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 240 || - || 75 || - || - || 8 || 16 || 28 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 330 || 6 || - || - || 4 || - || - || 30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 420 || - || - || - || - || 9 || 17 || 34&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 570 || - || - || - || 8 || - || 18 || 36&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 690 || - || - || - || - || 10 || - || 38&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 780 || - || 80 || - || - || - || 19 || 40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 900 || 7 || 85 || - || 12 || 13 || 20 || 42&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 1200 || 8 || 90 || - || 16 || 16 || 21 || 44&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Normal || - || -10 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Classic || - || -5 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Brutal || - || - || - || - || +1 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Impossible || +1 || - || - || - || +1 || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&amp;lt;br&amp;gt; Will end the Floater&#039;s turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;||&#039;&#039;Allows reaction shots to trigger on enemy attacks (including grenades and Steady Weapon), not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;||&#039;&#039;Allows reaction shots to trigger on enemy attacks (including grenades and Steady Weapon), not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Chryssalid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Chryssalid Claw || 7 to 9 || 11 to 14 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw I || 8 to 10 || 12 to 15 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw II || 9 to 11 || 14 to 17 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw III || 10 to 12 || 15 to 18 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw IV || 11 to 13 || 17 to 20 || 25 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Has a chance to apply acid to enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Zombie Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Zombie Fist || 6 to 8 || 9 to 12 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist I || 7 to 9 || 11 to 14 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist II || 8 to 10 || 12 to 15 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist III || 9 to 11 || 14 to 17 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist IV || 10 to 12 || 15 to 18 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist V || 11 to 13 || 17 to 20 || 0 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Zombie Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration*&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|125px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach.  Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Seeker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Seeker Plasma Pistol || 2 to 4 || 3 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol I || 3 to 5 || 5 to 8 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol II || 4 to 6 || 7 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol III || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Seeker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:STRANGLE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Strangle&#039;&#039;&#039; || &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-40&lt;br /&gt;
|aim=70-110&lt;br /&gt;
|defense=10-29&lt;br /&gt;
|will=10-47&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Muton Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Light Plasma Rifle || 5 to 7 || 8 to 11 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Light Plasma Rifle I || 6 to 8 || 9 to 12 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Plasma Rifle || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Plasma Rifle I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Muton Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODCALL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Call&#039;&#039;&#039; || &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Warheads&#039;&#039;&#039; || &#039;&#039;Rockets and grenades do additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Hyper_Reactive_Pupils_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; || &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Depth_Perception_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Depth Perception&#039;&#039;&#039; || &#039;&#039;Height Advantage confers an additional +5 Aim and +5 critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton Elite==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|125px]]&lt;br /&gt;
}}&lt;br /&gt;
Similar looking to Mutons, but with a red armor and a helmet.&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=18-55&lt;br /&gt;
|aim=70-92&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=18-21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it&#039;s close to that of a chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful Death Blossom attack, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. &lt;br /&gt;
&lt;br /&gt;
The drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &amp;quot;Hardened&amp;quot; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack.&lt;br /&gt;
&lt;br /&gt;
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs &amp;quot;Death Blossom&amp;quot;, so be cautious not to engage too closely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Cyberdisc Cannon || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon I || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon II || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon III || 11 to 13 || 17 to 20 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon IV || 12 to 14 || 18 to 21 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon V || 13 to 15 || 20 to 23 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_DEATHBLOSSOM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Death Blossom&#039;&#039;&#039;|| &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_DAMAGE_CONTROL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Damage Control&#039;&#039;&#039; || &#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Cyberdiscs themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Cyberdiscs will gain additional DR as the game progresses, up to a maximum of +5.&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-50&lt;br /&gt;
|shield=6-16&lt;br /&gt;
|aim=75-93&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=14-15&lt;br /&gt;
}}&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisc, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
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;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Mechtoid Plasma Cannon || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon II || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon III || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ADVANCED_FIRE_CONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; || &#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-78&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=20-30&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17-21&lt;br /&gt;
}}&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Berserker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Blade|| 9 to 11 || 14 to 17 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade I || 10 to 12 || 15 to 18 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade II || 11 to 13 || 17 to 20 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade III || 12 to 14 || 18 to 21 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade IV || 13 to 15 || 20 to 23 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade V || 14 to 16 || 21 to 24 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade VI || 16 to 18 || 24 to 27 || 33 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Berserker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODLUST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bloodlust&#039;&#039;&#039;|| &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ALIEN_BULLRUSH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;|| &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Neural_Damping_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neural Damping&#039;&#039;&#039; || &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Berserker Navigators do not gain any additional abilities, but are instead able to gain up to +4 HP and +1 damage compared to regular Berserkers. &amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Ammo&#039;&#039;&#039; || &#039;&#039;Primary weapon does additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN BOMBARD.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Sectopod Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Cluster Bomb || 5 to 9 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Cannon || 7 to 11 || 11 to 15 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Chest Cannon || 8 to 14 || 14 to 19 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectopod Chest Cannon III || 16 to 26 || 26 to 37 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectoid Commander==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Late&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=15 &lt;br /&gt;
|aim=85&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics.  Sectoid Commanders can use Mind Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDCONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || &#039;&#039;Take control of the target if target&#039;s Will is overcome.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethereal==&lt;br /&gt;
[[File:Ethereal_(EU2012).png|right|thumb]]&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power.  Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereal&#039;s represent the pinnacle of psionic deadliness.  Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker. The Ethereal&#039;s &#039;&#039;&#039;Psionic Lance&#039;&#039;&#039; is a cross between psionic power and weapon. It has no cooldown, and its effectiveness is reduced by [[Abilities_List_(Long_War)#Suppression|Suppression]], but it can&#039;t be disabled with [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Ethereal Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC_RIFT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039;|| &#039;&#039;Deal massive damage within an area of effect.  Rift persists over several turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC_MINDCONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039;|| &#039;&#039;Take control of target if target&#039;s Will is overcome. Robotic enemies are immune. &#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| [[File:MEC DISTORTION FIELD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Disortion Field&#039;&#039;&#039; || Nearby allies in cover receive +10 Defense. (Passive ability)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;Grants a -90% penalty to the first overwatch triggered, and a -45% penalty on all overwatches thereafter.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Confers an extra 3 tiles of movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Grants an addition +10 aim and +10 crit chance against &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=63619</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=63619"/>
		<updated>2015-03-19T11:19:51Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: Undo revision 63618 by PizzaMan (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:LW_Chryssalid_Queen.jpeg|left|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to lurk rather than patrol.  The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|hp=3 - 15&lt;br /&gt;
|aim=65 - 89&lt;br /&gt;
|defense=0 - 28&lt;br /&gt;
|will=5 - 120&lt;br /&gt;
|move=12 - 13&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.  All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Unlike most alien types, Sectoid pod leaders do +1 damage over regular sectoids at the start of the game without requiring extra research.&lt;br /&gt;
&lt;br /&gt;
Rewards: Sectoids carry plasma pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses.  After Xenobiology is researched, the council will request Sectoid Corpses from time to time.  Typical requests exchange 6 sectoids for 1 or 2 scientists, plus a very slight boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 4 || 3 || 65 || 0 || 0 || 12 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | &#039;&#039;&#039;Stat/Perk Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;5%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;5%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk &amp;lt;br /&amp;gt;(Leader Level / Navigator Chance)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Gunslinger (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Suppression (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Mindfray (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Mind Merge (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Psi Panic (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|15 || - || +1 || - || - || - || - || - || +10 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|30 || - || - || - || - || - || - || - || +10 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
|30 || - || - || +3 || - || - || - || - || - || - || - &amp;lt;br /&amp;gt;(20%)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|75 || - || - || - || - || - || - || - || +10 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|120 || +1 || - || +4 || - || - || +4 || - || +10 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|180 || - || +1 || - || - || - || - || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
|180 || - || +1 || - || - || - || - || - || +5 || - || - &amp;lt;br /&amp;gt;(20%)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|240 || - || - || - || - || - || - || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|270 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|300 || - || - || +4 || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
|300 || - || +1 || - || - || - || - || - || +15 || - || - &amp;lt;br /&amp;gt;(15%)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
|300 || - || +1 || - || - || - || - || - || +10 || - || - &amp;lt;br /&amp;gt;(20%)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|360 || - || - || - || - || - || +4 || +1 || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|420 || +1 || +1 || +4 || - || - || - || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|510 || - || - || - || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|600 || +1 || +1 || +4 || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|690 || - || - || - || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|720 || - || +1 || - || - || - || - || - || +5 || - || {{ Adaptive Bone Marrow (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|800 || - || +1 || - || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|900 || +1 || +3 || +4 || - || - || - || - || +15 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1200 || +1 || +3 || +4 || - || - || - || - || +15 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || +1 || - || - || - || - || - || +5 || - || {{ Low Profile (Long War) }}(L1)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || - || - || +4 || - || - || - || - || +5 || - || - &amp;lt;br /&amp;gt;(L2)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || - || - || - || - || - || - || +5 || - || - &amp;lt;br /&amp;gt;(L3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || - || +1 || +4 || - || - || - || - || +5 || - || {{ Executioner (Long War) }}(L4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || +5 || - || {{ Rapid Reaction (Long War) }}(L5)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || - || +1 || +4 || - || - || - || - || +5 || - || - &amp;lt;br /&amp;gt;(L6)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || - || +4 || - || - || - || - || +5 || - || {{ Tactical Sense (Long War) }}(L7)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || +5 || +4 || - || - || - || - || +5 || - || {{ Adaptive Bone Marrow (Long War) }}(L8)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || +2 || +4 || - || - || - || - || +5 || - || {{ Combined Arms (Long War) }}(L9)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;5%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;5%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3&lt;br /&gt;
|aim=60&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter.  Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Progression&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Research !! {{Damage Icon}} !! {{Aim (Long War)}} !! {{DR (Long War)}} !! {{Defense (Long War)}} !! {{Health (Long War)}} !! {{Mobility (Long War)}} !! {{Will (Long War)}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Base Stats || 3 || 60 || 1.0 || 0 || 3 || 12 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 15 || - || - || 1.2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 30 || - || - || 1.4 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 45 || - || - || 1.6 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 60 || - || - || 2.0 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 120 || - || 65 || - || - || 6 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 270 || 4 || 70 || - || - || 7 || 13 || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 360 || 5 || 75 || - || 10 || 8 || 14 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Normal || - || -10 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Classic || - || -5 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Brutal || - || - || - || - || +1 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Impossible || - || - || - || - || +1 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla.  On larger ships and later encounters, Outsiders spawn in pods of 3 or 4.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys.  These are essential for initiating base assault missions, a requirement for ending the game.  They also carry light plasma rifles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Outsider Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Outsider Light Plasma  Rifle || 4 to 8 || 8 to 11 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle I || 5 to 9 || 9 to 12 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle II || 6 to 10 || 10 to 14 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle III || 7 to 11 || 11 to 16 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle IV || 7 to 13 || 13 to 18 || 15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5 - 22&lt;br /&gt;
|aim=70 - 105&lt;br /&gt;
|defense=0 - 35&lt;br /&gt;
|will=25 - 55&lt;br /&gt;
|move=14 - 19&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage. A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses.  These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x).  The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Progression&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Research !! {{Damage Icon}} !! {{Aim (Long War)}} !! {{DR (Long War)}} !! {{Defense (Long War)}} !! {{Health (Long War)}} !! {{Mobility (Long War)}} !! {{Will (Long War)}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Base Stats || 5 || 70 || 0 || 0 || 5 || 14 || 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 90 || - || 75 || - || - || 6 || - || 28&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 120 || - || 80 || - || - || - || - || 31&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 210 || - || - || - || - || 7 || 15 || 34 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 360 || - || 85 || - || 3 || - || 16 || 37&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 450 || - || - || - || 6 || 8 || - || 40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 600 || - || 90 || - || 9 || 9 || 17 || 43&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 700 || - || 95 || - || 12 || - || - || 46&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 800 || - || - || - || 15 || 10 || - || 49&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 900 || 6 || 100 || - || 25 || 16 || 18 || 52&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 1200 || 7 || 105 || - || 35 || 22 || 19 || 55&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Normal || - || -10 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Classic || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Brutal || - || +5 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Impossible || +1 || +5 || - || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;|| &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;|| &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Urban_Combat_Badge_2_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; || &#039;&#039;Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover grant the defense bonus of full cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5 - 16&lt;br /&gt;
|aim=65 - 90&lt;br /&gt;
|defense=0 - 16&lt;br /&gt;
|will=20 - 44&lt;br /&gt;
|move=14 - 21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders often gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Progression&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Research !! {{Damage Icon}} !! {{Aim (Long War)}} !! {{DR (Long War)}} !! {{Defense (Long War)}} !! {{Health (Long War)}} !! {{Mobility (Long War)}} !! {{Will (Long War)}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Base Stats || 5 || 65 || 0 || 0 || 5 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 75 || - || - || - || - || 6 || - || 22&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 120 || - || 70 || - || - || - || - || 24&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 180 || - || - || - || - || 7 || 15 || 26&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 240 || - || 75 || - || - || 8 || 16 || 28 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 330 || 6 || - || - || 4 || - || - || 30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 420 || - || - || - || - || 9 || 17 || 34&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 570 || - || - || - || 8 || - || 18 || 36&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 690 || - || - || - || - || 10 || - || 38&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 780 || - || 80 || - || - || - || 19 || 40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 900 || 7 || 85 || - || 12 || 13 || 20 || 42&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 1200 || 8 || 90 || - || 16 || 16 || 21 || 44&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Normal || - || -10 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Classic || - || -5 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Brutal || - || - || - || - || +1 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Impossible || +1 || - || - || - || +1 || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&amp;lt;br&amp;gt; Will end the Floater&#039;s turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;||&#039;&#039;Allows reaction shots to trigger on enemy attacks (including grenades and Steady Weapon), not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;||&#039;&#039;Allows reaction shots to trigger on enemy attacks (including grenades and Steady Weapon), not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Chryssalid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Chryssalid Claw || 7 to 9 || 11 to 14 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw I || 8 to 10 || 12 to 15 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw II || 9 to 11 || 14 to 17 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw III || 10 to 12 || 15 to 18 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw IV || 11 to 13 || 17 to 20 || 25 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Has a chance to apply acid to enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Zombie Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Zombie Fist || 6 to 8 || 9 to 12 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist I || 7 to 9 || 11 to 14 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist II || 8 to 10 || 12 to 15 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist III || 9 to 11 || 14 to 17 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist IV || 10 to 12 || 15 to 18 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist V || 11 to 13 || 17 to 20 || 0 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Zombie Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration*&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|125px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach.  Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Seeker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Seeker Plasma Pistol || 2 to 4 || 3 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol I || 3 to 5 || 5 to 8 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol II || 4 to 6 || 7 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol III || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Seeker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:STRANGLE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Strangle&#039;&#039;&#039; || &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-40&lt;br /&gt;
|aim=70-110&lt;br /&gt;
|defense=10-29&lt;br /&gt;
|will=10-47&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Muton Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Light Plasma Rifle || 5 to 7 || 8 to 11 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Light Plasma Rifle I || 6 to 8 || 9 to 12 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Plasma Rifle || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Plasma Rifle I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Muton Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODCALL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Call&#039;&#039;&#039; || &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Warheads&#039;&#039;&#039; || &#039;&#039;Rockets and grenades do additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Hyper_Reactive_Pupils_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; || &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Depth_Perception_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Depth Perception&#039;&#039;&#039; || &#039;&#039;Height Advantage confers an additional +5 Aim and +5 critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton Elite==&lt;br /&gt;
Similar looking to Mutons, but with a red armor and a helmet.&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=18-55&lt;br /&gt;
|aim=70-92&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=18-21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it&#039;s close to that of a chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful Death Blossom attack, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. &lt;br /&gt;
&lt;br /&gt;
The drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &amp;quot;Hardened&amp;quot; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack.&lt;br /&gt;
&lt;br /&gt;
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs &amp;quot;Death Blossom&amp;quot;, so be cautious not to engage too closely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Cyberdisc Cannon || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon I || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon II || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon III || 11 to 13 || 17 to 20 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon IV || 12 to 14 || 18 to 21 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon V || 13 to 15 || 20 to 23 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_DEATHBLOSSOM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Death Blossom&#039;&#039;&#039;|| &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_DAMAGE_CONTROL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Damage Control&#039;&#039;&#039; || &#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Cyberdiscs themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Cyberdiscs will gain additional DR as the game progresses, up to a maximum of +5.&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-50&lt;br /&gt;
|shield=6-16&lt;br /&gt;
|aim=75-93&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=14-15&lt;br /&gt;
}}&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisc, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
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;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Mechtoid Plasma Cannon || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon II || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon III || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ADVANCED_FIRE_CONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; || &#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-78&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=20-30&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17-21&lt;br /&gt;
}}&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Berserker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Blade|| 9 to 11 || 14 to 17 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade I || 10 to 12 || 15 to 18 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade II || 11 to 13 || 17 to 20 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade III || 12 to 14 || 18 to 21 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade IV || 13 to 15 || 20 to 23 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade V || 14 to 16 || 21 to 24 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade VI || 16 to 18 || 24 to 27 || 33 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Berserker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODLUST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bloodlust&#039;&#039;&#039;|| &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ALIEN_BULLRUSH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;|| &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Neural_Damping_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neural Damping&#039;&#039;&#039; || &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Berserker Navigators do not gain any additional abilities, but are instead able to gain up to +4 HP and +1 damage compared to regular Berserkers. &amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Ammo&#039;&#039;&#039; || &#039;&#039;Primary weapon does additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN BOMBARD.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Sectopod Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Cluster Bomb || 5 to 9 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Cannon || 7 to 11 || 11 to 15 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Chest Cannon || 8 to 14 || 14 to 19 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectopod Chest Cannon III || 16 to 26 || 26 to 37 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectoid Commander==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Late&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=15 &lt;br /&gt;
|aim=85&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics.  Sectoid Commanders can use Mind Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDCONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || &#039;&#039;Take control of the target if target&#039;s Will is overcome.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethereal==&lt;br /&gt;
[[File:Ethereal_(EU2012).png|right|thumb]]&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power.  Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereal&#039;s represent the pinnacle of psionic deadliness.  Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker. The Ethereal&#039;s &#039;&#039;&#039;Psionic Lance&#039;&#039;&#039; is a cross between psionic power and weapon. It has no cooldown, and its effectiveness is reduced by [[Abilities_List_(Long_War)#Suppression|Suppression]], but it can&#039;t be disabled with [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Ethereal Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC_RIFT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039;|| &#039;&#039;Deal massive damage within an area of effect.  Rift persists over several turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC_MINDCONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039;|| &#039;&#039;Take control of target if target&#039;s Will is overcome. Robotic enemies are immune. &#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| [[File:MEC DISTORTION FIELD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Disortion Field&#039;&#039;&#039; || Nearby allies in cover receive +10 Defense. (Passive ability)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;Grants a -90% penalty to the first overwatch triggered, and a -45% penalty on all overwatches thereafter.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Confers an extra 3 tiles of movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Grants an addition +10 aim and +10 crit chance against &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=63618</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=63618"/>
		<updated>2015-03-19T11:18:46Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:LW_Chryssalid_Queen.jpeg|left|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to lurk rather than patrol.  The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|hp=3 - 15&lt;br /&gt;
|aim=65 - 89&lt;br /&gt;
|defense=0 - 28&lt;br /&gt;
|will=5 - 120&lt;br /&gt;
|move=12 - 13&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.  All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Unlike most alien types, Sectoid pod leaders do +1 damage over regular sectoids at the start of the game without requiring extra research.&lt;br /&gt;
&lt;br /&gt;
Rewards: Sectoids carry plasma pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses.  After Xenobiology is researched, the council will request Sectoid Corpses from time to time.  Typical requests exchange 6 sectoids for 1 or 2 scientists, plus a very slight boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 4 || 3 || 65 || 0 || 0 || 12 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | &#039;&#039;&#039;Stat/Perk Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;5%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;5%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk &amp;lt;br /&amp;gt;(Leader Level / Navigator Chance)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Gunslinger (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Suppression (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Mindfray (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Mind Merge (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Psi Panic (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|15 || - || +1 || - || - || - || - || - || +10 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|30 || - || - || - || - || - || - || - || +10 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
|30 || - || - || +3 || - || - || - || - || - || - || - &amp;lt;br /&amp;gt;(20%)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|75 || - || - || - || - || - || - || - || +10 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|120 || +1 || - || +4 || - || - || +4 || - || +10 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|180 || - || +1 || - || - || - || - || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
|180 || - || +1 || - || - || - || - || - || +5 || - || - &amp;lt;br /&amp;gt;(20%)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|240 || - || - || - || - || - || - || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|270 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|300 || - || - || +4 || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
|300 || - || +1 || - || - || - || - || - || +15 || - || - &amp;lt;br /&amp;gt;(15%)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
|300 || - || +1 || - || - || - || - || - || +10 || - || - &amp;lt;br /&amp;gt;(20%)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|360 || - || - || - || - || - || +4 || +1 || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|420 || +1 || +1 || +4 || - || - || - || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|510 || - || - || - || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|600 || +1 || +1 || +4 || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|690 || - || - || - || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|720 || - || +1 || - || - || - || - || - || +5 || - || {{ Adaptive Bone Marrow (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|800 || - || +1 || - || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|900 || +1 || +3 || +4 || - || - || - || - || +15 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1200 || +1 || +3 || +4 || - || - || - || - || +15 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || +1 || - || - || - || - || - || +5 || - || {{ Low Profile (Long War) }}(L1)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || - || - || +4 || - || - || - || - || +5 || - || - &amp;lt;br /&amp;gt;(L2)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || - || - || - || - || - || - || +5 || - || - &amp;lt;br /&amp;gt;(L3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || - || +1 || +4 || - || - || - || - || +5 || - || {{ Executioner (Long War) }}(L4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || +5 || - || {{ Rapid Reaction (Long War) }}(L5)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || - || +1 || +4 || - || - || - || - || +5 || - || - &amp;lt;br /&amp;gt;(L6)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || - || +4 || - || - || - || - || +5 || - || {{ Tactical Sense (Long War) }}(L7)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || +5 || +4 || - || - || - || - || +5 || - || {{ Adaptive Bone Marrow (Long War) }}(L8)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || +2 || +4 || - || - || - || - || +5 || - || {{ Combined Arms (Long War) }}(L9)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;5%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;5%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3&lt;br /&gt;
|aim=60&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter.  Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Progression&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Research !! {{Damage Icon}} !! {{Aim (Long War)}} !! {{DR (Long War)}} !! {{Defense (Long War)}} !! {{Health (Long War)}} !! {{Mobility (Long War)}} !! {{Will (Long War)}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Base Stats || 3 || 60 || 1.0 || 0 || 3 || 12 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 15 || - || - || 1.2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 30 || - || - || 1.4 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 45 || - || - || 1.6 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 60 || - || - || 2.0 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 120 || - || 65 || - || - || 6 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 270 || 4 || 70 || - || - || 7 || 13 || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 360 || 5 || 75 || - || 10 || 8 || 14 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Normal || - || -10 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Classic || - || -5 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Brutal || - || - || - || - || +1 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Impossible || - || - || - || - || +1 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla.  On larger ships and later encounters, Outsiders spawn in pods of 3 or 4.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys.  These are essential for initiating base assault missions, a requirement for ending the game.  They also carry light plasma rifles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Outsider Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Outsider Light Plasma  Rifle || 4 to 8 || 8 to 11 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle I || 5 to 9 || 9 to 12 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle II || 6 to 10 || 10 to 14 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle III || 7 to 11 || 11 to 16 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle IV || 7 to 13 || 13 to 18 || 15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5 - 22&lt;br /&gt;
|aim=70 - 105&lt;br /&gt;
|defense=0 - 35&lt;br /&gt;
|will=25 - 55&lt;br /&gt;
|move=14 - 19&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage. A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses.  These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x).  The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Progression&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Research !! {{Damage Icon}} !! {{Aim (Long War)}} !! {{DR (Long War)}} !! {{Defense (Long War)}} !! {{Health (Long War)}} !! {{Mobility (Long War)}} !! {{Will (Long War)}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Base Stats || 5 || 70 || 0 || 0 || 5 || 14 || 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 90 || - || 75 || - || - || 6 || - || 28&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 120 || - || 80 || - || - || - || - || 31&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 210 || - || - || - || - || 7 || 15 || 34 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 360 || - || 85 || - || 3 || - || 16 || 37&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 450 || - || - || - || 6 || 8 || - || 40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 600 || - || 90 || - || 9 || 9 || 17 || 43&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 700 || - || 95 || - || 12 || - || - || 46&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 800 || - || - || - || 15 || 10 || - || 49&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 900 || 6 || 100 || - || 25 || 16 || 18 || 52&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 1200 || 7 || 105 || - || 35 || 22 || 19 || 55&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Normal || - || -10 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Classic || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Brutal || - || +5 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Impossible || +1 || +5 || - || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;|| &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;|| &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Urban_Combat_Badge_2_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; || &#039;&#039;Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover grant the defense bonus of full cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5 - 16&lt;br /&gt;
|aim=65 - 90&lt;br /&gt;
|defense=0 - 16&lt;br /&gt;
|will=20 - 44&lt;br /&gt;
|move=14 - 21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders often gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Progression&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Research !! {{Damage Icon}} !! {{Aim (Long War)}} !! {{DR (Long War)}} !! {{Defense (Long War)}} !! {{Health (Long War)}} !! {{Mobility (Long War)}} !! {{Will (Long War)}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Base Stats || 5 || 65 || 0 || 0 || 5 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 75 || - || - || - || - || 6 || - || 22&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 120 || - || 70 || - || - || - || - || 24&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 180 || - || - || - || - || 7 || 15 || 26&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 240 || - || 75 || - || - || 8 || 16 || 28 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 330 || 6 || - || - || 4 || - || - || 30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 420 || - || - || - || - || 9 || 17 || 34&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 570 || - || - || - || 8 || - || 18 || 36&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 690 || - || - || - || - || 10 || - || 38&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 780 || - || 80 || - || - || - || 19 || 40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 900 || 7 || 85 || - || 12 || 13 || 20 || 42&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 1200 || 8 || 90 || - || 16 || 16 || 21 || 44&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Normal || - || -10 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Classic || - || -5 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Brutal || - || - || - || - || +1 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Impossible || +1 || - || - || - || +1 || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&amp;lt;br&amp;gt; Will end the Floater&#039;s turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;||&#039;&#039;Allows reaction shots to trigger on enemy attacks (including grenades and Steady Weapon), not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;||&#039;&#039;Allows reaction shots to trigger on enemy attacks (including grenades and Steady Weapon), not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Chryssalid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Chryssalid Claw || 7 to 9 || 11 to 14 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw I || 8 to 10 || 12 to 15 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw II || 9 to 11 || 14 to 17 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw III || 10 to 12 || 15 to 18 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw IV || 11 to 13 || 17 to 20 || 25 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Has a chance to apply acid to enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Zombie Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Zombie Fist || 6 to 8 || 9 to 12 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist I || 7 to 9 || 11 to 14 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist II || 8 to 10 || 12 to 15 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist III || 9 to 11 || 14 to 17 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist IV || 10 to 12 || 15 to 18 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist V || 11 to 13 || 17 to 20 || 0 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Zombie Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration*&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|125px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach.  Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Seeker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Seeker Plasma Pistol || 2 to 4 || 3 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol I || 3 to 5 || 5 to 8 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol II || 4 to 6 || 7 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol III || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Seeker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:STRANGLE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Strangle&#039;&#039;&#039; || &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-40&lt;br /&gt;
|aim=70-110&lt;br /&gt;
|defense=10-29&lt;br /&gt;
|will=10-47&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Muton Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Light Plasma Rifle || 5 to 7 || 8 to 11 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Light Plasma Rifle I || 6 to 8 || 9 to 12 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Plasma Rifle || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Plasma Rifle I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Muton Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODCALL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Call&#039;&#039;&#039; || &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Warheads&#039;&#039;&#039; || &#039;&#039;Rockets and grenades do additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Hyper_Reactive_Pupils_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; || &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Depth_Perception_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Depth Perception&#039;&#039;&#039; || &#039;&#039;Height Advantage confers an additional +5 Aim and +5 critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton Elite==&lt;br /&gt;
Similar looking to Mutons, but with a red armor and a helmet.&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-40&lt;br /&gt;
|aim=70-110&lt;br /&gt;
|defense=10-29&lt;br /&gt;
|will=10-47&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|picture=[[File:File:Elite_Muton_(EU2012).png|125px]]&lt;br /&gt;
}}&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it&#039;s close to that of a chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful Death Blossom attack, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. &lt;br /&gt;
&lt;br /&gt;
The drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &amp;quot;Hardened&amp;quot; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack.&lt;br /&gt;
&lt;br /&gt;
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs &amp;quot;Death Blossom&amp;quot;, so be cautious not to engage too closely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Cyberdisc Cannon || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon I || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon II || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon III || 11 to 13 || 17 to 20 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon IV || 12 to 14 || 18 to 21 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon V || 13 to 15 || 20 to 23 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_DEATHBLOSSOM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Death Blossom&#039;&#039;&#039;|| &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_DAMAGE_CONTROL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Damage Control&#039;&#039;&#039; || &#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Cyberdiscs themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Cyberdiscs will gain additional DR as the game progresses, up to a maximum of +5.&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-50&lt;br /&gt;
|shield=6-16&lt;br /&gt;
|aim=75-93&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=14-15&lt;br /&gt;
}}&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisc, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
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;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Mechtoid Plasma Cannon || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon II || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon III || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ADVANCED_FIRE_CONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; || &#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-78&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=20-30&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17-21&lt;br /&gt;
}}&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Berserker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Blade|| 9 to 11 || 14 to 17 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade I || 10 to 12 || 15 to 18 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade II || 11 to 13 || 17 to 20 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade III || 12 to 14 || 18 to 21 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade IV || 13 to 15 || 20 to 23 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade V || 14 to 16 || 21 to 24 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade VI || 16 to 18 || 24 to 27 || 33 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Berserker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODLUST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bloodlust&#039;&#039;&#039;|| &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ALIEN_BULLRUSH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;|| &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Neural_Damping_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neural Damping&#039;&#039;&#039; || &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Berserker Navigators do not gain any additional abilities, but are instead able to gain up to +4 HP and +1 damage compared to regular Berserkers. &amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Ammo&#039;&#039;&#039; || &#039;&#039;Primary weapon does additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN BOMBARD.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Sectopod Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Cluster Bomb || 5 to 9 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Cannon || 7 to 11 || 11 to 15 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Chest Cannon || 8 to 14 || 14 to 19 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectopod Chest Cannon III || 16 to 26 || 26 to 37 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectoid Commander==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Late&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=15 &lt;br /&gt;
|aim=85&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics.  Sectoid Commanders can use Mind Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDCONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || &#039;&#039;Take control of the target if target&#039;s Will is overcome.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethereal==&lt;br /&gt;
[[File:Ethereal_(EU2012).png|right|thumb]]&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power.  Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereal&#039;s represent the pinnacle of psionic deadliness.  Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker. The Ethereal&#039;s &#039;&#039;&#039;Psionic Lance&#039;&#039;&#039; is a cross between psionic power and weapon. It has no cooldown, and its effectiveness is reduced by [[Abilities_List_(Long_War)#Suppression|Suppression]], but it can&#039;t be disabled with [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Ethereal Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC_RIFT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039;|| &#039;&#039;Deal massive damage within an area of effect.  Rift persists over several turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC_MINDCONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039;|| &#039;&#039;Take control of target if target&#039;s Will is overcome. Robotic enemies are immune. &#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| [[File:MEC DISTORTION FIELD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Disortion Field&#039;&#039;&#039; || Nearby allies in cover receive +10 Defense. (Passive ability)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;Grants a -90% penalty to the first overwatch triggered, and a -45% penalty on all overwatches thereafter.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Confers an extra 3 tiles of movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Grants an addition +10 aim and +10 crit chance against &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=63617</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=63617"/>
		<updated>2015-03-19T11:16:24Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: added at least a stub of muton elites.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:LW_Chryssalid_Queen.jpeg|left|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to lurk rather than patrol.  The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|hp=3 - 15&lt;br /&gt;
|aim=65 - 89&lt;br /&gt;
|defense=0 - 28&lt;br /&gt;
|will=5 - 120&lt;br /&gt;
|move=12 - 13&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.  All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Unlike most alien types, Sectoid pod leaders do +1 damage over regular sectoids at the start of the game without requiring extra research.&lt;br /&gt;
&lt;br /&gt;
Rewards: Sectoids carry plasma pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses.  After Xenobiology is researched, the council will request Sectoid Corpses from time to time.  Typical requests exchange 6 sectoids for 1 or 2 scientists, plus a very slight boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 4 || 3 || 65 || 0 || 0 || 12 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | &#039;&#039;&#039;Stat/Perk Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;5%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;5%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk &amp;lt;br /&amp;gt;(Leader Level / Navigator Chance)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Gunslinger (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Suppression (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Mindfray (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Mind Merge (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || - || - || {{ Psi Panic (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|15 || - || +1 || - || - || - || - || - || +10 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|30 || - || - || - || - || - || - || - || +10 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
|30 || - || - || +3 || - || - || - || - || - || - || - &amp;lt;br /&amp;gt;(20%)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|75 || - || - || - || - || - || - || - || +10 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|120 || +1 || - || +4 || - || - || +4 || - || +10 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|180 || - || +1 || - || - || - || - || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
|180 || - || +1 || - || - || - || - || - || +5 || - || - &amp;lt;br /&amp;gt;(20%)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|240 || - || - || - || - || - || - || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|270 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|300 || - || - || +4 || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
|300 || - || +1 || - || - || - || - || - || +15 || - || - &amp;lt;br /&amp;gt;(15%)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
|300 || - || +1 || - || - || - || - || - || +10 || - || - &amp;lt;br /&amp;gt;(20%)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|360 || - || - || - || - || - || +4 || +1 || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|420 || +1 || +1 || +4 || - || - || - || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|510 || - || - || - || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|600 || +1 || +1 || +4 || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|690 || - || - || - || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|720 || - || +1 || - || - || - || - || - || +5 || - || {{ Adaptive Bone Marrow (Long War) }} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|800 || - || +1 || - || - || - || +4 || - || +5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|900 || +1 || +3 || +4 || - || - || - || - || +15 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|1200 || +1 || +3 || +4 || - || - || - || - || +15 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || +1 || - || - || - || - || - || +5 || - || {{ Low Profile (Long War) }}(L1)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || - || - || +4 || - || - || - || - || +5 || - || - &amp;lt;br /&amp;gt;(L2)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || - || - || - || - || - || - || +5 || - || - &amp;lt;br /&amp;gt;(L3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || - || +1 || +4 || - || - || - || - || +5 || - || {{ Executioner (Long War) }}(L4)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || - || - || - || - || - || - || - || +5 || - || {{ Rapid Reaction (Long War) }}(L5)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || - || +1 || +4 || - || - || - || - || +5 || - || - &amp;lt;br /&amp;gt;(L6)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || - || +4 || - || - || - || - || +5 || - || {{ Tactical Sense (Long War) }}(L7)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || +5 || +4 || - || - || - || - || +5 || - || {{ Adaptive Bone Marrow (Long War) }}(L8)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FBB&amp;quot;&lt;br /&gt;
|0 || +1 || +2 || +4 || - || - || - || - || +5 || - || {{ Combined Arms (Long War) }}(L9)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;5%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;5%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3&lt;br /&gt;
|aim=60&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter.  Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Progression&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Research !! {{Damage Icon}} !! {{Aim (Long War)}} !! {{DR (Long War)}} !! {{Defense (Long War)}} !! {{Health (Long War)}} !! {{Mobility (Long War)}} !! {{Will (Long War)}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Base Stats || 3 || 60 || 1.0 || 0 || 3 || 12 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 15 || - || - || 1.2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 30 || - || - || 1.4 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 45 || - || - || 1.6 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 60 || - || - || 2.0 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 120 || - || 65 || - || - || 6 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 270 || 4 || 70 || - || - || 7 || 13 || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 360 || 5 || 75 || - || 10 || 8 || 14 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Normal || - || -10 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Classic || - || -5 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Brutal || - || - || - || - || +1 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Impossible || - || - || - || - || +1 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla.  On larger ships and later encounters, Outsiders spawn in pods of 3 or 4.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys.  These are essential for initiating base assault missions, a requirement for ending the game.  They also carry light plasma rifles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Outsider Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Outsider Light Plasma  Rifle || 4 to 8 || 8 to 11 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle I || 5 to 9 || 9 to 12 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle II || 6 to 10 || 10 to 14 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle III || 7 to 11 || 11 to 16 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle IV || 7 to 13 || 13 to 18 || 15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5 - 22&lt;br /&gt;
|aim=70 - 105&lt;br /&gt;
|defense=0 - 35&lt;br /&gt;
|will=25 - 55&lt;br /&gt;
|move=14 - 19&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage. A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses.  These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x).  The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Progression&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Research !! {{Damage Icon}} !! {{Aim (Long War)}} !! {{DR (Long War)}} !! {{Defense (Long War)}} !! {{Health (Long War)}} !! {{Mobility (Long War)}} !! {{Will (Long War)}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Base Stats || 5 || 70 || 0 || 0 || 5 || 14 || 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 90 || - || 75 || - || - || 6 || - || 28&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 120 || - || 80 || - || - || - || - || 31&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 210 || - || - || - || - || 7 || 15 || 34 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 360 || - || 85 || - || 3 || - || 16 || 37&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 450 || - || - || - || 6 || 8 || - || 40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 600 || - || 90 || - || 9 || 9 || 17 || 43&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 700 || - || 95 || - || 12 || - || - || 46&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 800 || - || - || - || 15 || 10 || - || 49&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 900 || 6 || 100 || - || 25 || 16 || 18 || 52&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 1200 || 7 || 105 || - || 35 || 22 || 19 || 55&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Normal || - || -10 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Classic || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Brutal || - || +5 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Impossible || +1 || +5 || - || - || - || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;|| &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;|| &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Urban_Combat_Badge_2_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; || &#039;&#039;Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover grant the defense bonus of full cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5 - 16&lt;br /&gt;
|aim=65 - 90&lt;br /&gt;
|defense=0 - 16&lt;br /&gt;
|will=20 - 44&lt;br /&gt;
|move=14 - 21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders often gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Progression&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Alien Research !! {{Damage Icon}} !! {{Aim (Long War)}} !! {{DR (Long War)}} !! {{Defense (Long War)}} !! {{Health (Long War)}} !! {{Mobility (Long War)}} !! {{Will (Long War)}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Base Stats || 5 || 65 || 0 || 0 || 5 || 14 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 75 || - || - || - || - || 6 || - || 22&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 120 || - || 70 || - || - || - || - || 24&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 180 || - || - || - || - || 7 || 15 || 26&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 240 || - || 75 || - || - || 8 || 16 || 28 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 330 || 6 || - || - || 4 || - || - || 30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 420 || - || - || - || - || 9 || 17 || 34&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 570 || - || - || - || 8 || - || 18 || 36&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 690 || - || - || - || - || 10 || - || 38&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 780 || - || 80 || - || - || - || 19 || 40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 900 || 7 || 85 || - || 12 || 13 || 20 || 42&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 1200 || 8 || 90 || - || 16 || 16 || 21 || 44&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Normal || - || -10 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Classic || - || -5 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Brutal || - || - || - || - || +1 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Impossible || +1 || - || - || - || +1 || - || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&amp;lt;br&amp;gt; Will end the Floater&#039;s turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;||&#039;&#039;Allows reaction shots to trigger on enemy attacks (including grenades and Steady Weapon), not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;||&#039;&#039;Allows reaction shots to trigger on enemy attacks (including grenades and Steady Weapon), not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Chryssalid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Chryssalid Claw || 7 to 9 || 11 to 14 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw I || 8 to 10 || 12 to 15 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw II || 9 to 11 || 14 to 17 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw III || 10 to 12 || 15 to 18 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw IV || 11 to 13 || 17 to 20 || 25 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Has a chance to apply acid to enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Zombie Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Zombie Fist || 6 to 8 || 9 to 12 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist I || 7 to 9 || 11 to 14 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist II || 8 to 10 || 12 to 15 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist III || 9 to 11 || 14 to 17 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist IV || 10 to 12 || 15 to 18 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist V || 11 to 13 || 17 to 20 || 0 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Zombie Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration*&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|125px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach.  Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Seeker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Seeker Plasma Pistol || 2 to 4 || 3 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol I || 3 to 5 || 5 to 8 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol II || 4 to 6 || 7 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol III || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Seeker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:STRANGLE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Strangle&#039;&#039;&#039; || &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-40&lt;br /&gt;
|aim=70-110&lt;br /&gt;
|defense=10-29&lt;br /&gt;
|will=10-47&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Muton Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Light Plasma Rifle || 5 to 7 || 8 to 11 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Light Plasma Rifle I || 6 to 8 || 9 to 12 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Plasma Rifle || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Plasma Rifle I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Muton Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODCALL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Call&#039;&#039;&#039; || &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Warheads&#039;&#039;&#039; || &#039;&#039;Rockets and grenades do additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Hyper_Reactive_Pupils_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; || &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Depth_Perception_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Depth Perception&#039;&#039;&#039; || &#039;&#039;Height Advantage confers an additional +5 Aim and +5 critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton Elite==&lt;br /&gt;
Similar looking to Mutons, but with a red armor and a helmet.&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=18-55&lt;br /&gt;
|aim=70-92&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=18-21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it&#039;s close to that of a chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful Death Blossom attack, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. &lt;br /&gt;
&lt;br /&gt;
The drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &amp;quot;Hardened&amp;quot; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack.&lt;br /&gt;
&lt;br /&gt;
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs &amp;quot;Death Blossom&amp;quot;, so be cautious not to engage too closely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Cyberdisc Cannon || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon I || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon II || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon III || 11 to 13 || 17 to 20 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon IV || 12 to 14 || 18 to 21 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon V || 13 to 15 || 20 to 23 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_DEATHBLOSSOM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Death Blossom&#039;&#039;&#039;|| &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_DAMAGE_CONTROL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Damage Control&#039;&#039;&#039; || &#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Cyberdiscs themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Cyberdiscs will gain additional DR as the game progresses, up to a maximum of +5.&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-50&lt;br /&gt;
|shield=6-16&lt;br /&gt;
|aim=75-93&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=14-15&lt;br /&gt;
}}&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisc, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
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;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Mechtoid Plasma Cannon || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon II || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon III || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ADVANCED_FIRE_CONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; || &#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-78&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=20-30&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17-21&lt;br /&gt;
}}&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Berserker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Blade|| 9 to 11 || 14 to 17 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade I || 10 to 12 || 15 to 18 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade II || 11 to 13 || 17 to 20 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade III || 12 to 14 || 18 to 21 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade IV || 13 to 15 || 20 to 23 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade V || 14 to 16 || 21 to 24 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade VI || 16 to 18 || 24 to 27 || 33 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Berserker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODLUST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bloodlust&#039;&#039;&#039;|| &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ALIEN_BULLRUSH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;|| &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Neural_Damping_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neural Damping&#039;&#039;&#039; || &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Berserker Navigators do not gain any additional abilities, but are instead able to gain up to +4 HP and +1 damage compared to regular Berserkers. &amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Ammo&#039;&#039;&#039; || &#039;&#039;Primary weapon does additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN BOMBARD.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Sectopod Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Cluster Bomb || 5 to 9 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Cannon || 7 to 11 || 11 to 15 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Chest Cannon || 8 to 14 || 14 to 19 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectopod Chest Cannon III || 16 to 26 || 26 to 37 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectoid Commander==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Late&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=15 &lt;br /&gt;
|aim=85&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics.  Sectoid Commanders can use Mind Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDCONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || &#039;&#039;Take control of the target if target&#039;s Will is overcome.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethereal==&lt;br /&gt;
[[File:Ethereal_(EU2012).png|right|thumb]]&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power.  Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereal&#039;s represent the pinnacle of psionic deadliness.  Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker. The Ethereal&#039;s &#039;&#039;&#039;Psionic Lance&#039;&#039;&#039; is a cross between psionic power and weapon. It has no cooldown, and its effectiveness is reduced by [[Abilities_List_(Long_War)#Suppression|Suppression]], but it can&#039;t be disabled with [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Ethereal Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC_RIFT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039;|| &#039;&#039;Deal massive damage within an area of effect.  Rift persists over several turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC_MINDCONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039;|| &#039;&#039;Take control of target if target&#039;s Will is overcome. Robotic enemies are immune. &#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| [[File:MEC DISTORTION FIELD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Disortion Field&#039;&#039;&#039; || Nearby allies in cover receive +10 Defense. (Passive ability)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;Grants a -90% penalty to the first overwatch triggered, and a -45% penalty on all overwatches thereafter.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Confers an extra 3 tiles of movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Grants an addition +10 aim and +10 crit chance against &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63616</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63616"/>
		<updated>2015-03-19T09:08:50Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Things that scale with Dynamic War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;The rewards from council missions???&#039;&#039;&#039;: but the number of council missions doesn&#039;t scale. (not verified, would be unbalanced)&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one &amp;quot;point&amp;quot;. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc.&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. A good mission, for example where you grab three meld canisters and lots of resources can have a major positive effect.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. The exception is the cost in alien corpses and weapon fragments, which does scale. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. &lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled.&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63615</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63615"/>
		<updated>2015-03-19T09:08:28Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Things that scale with Dynamic War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;The rewards from council missions???&#039;&#039;&#039;: but the number of council missions doesn&#039;t scale. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one &amp;quot;point&amp;quot;. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc.&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. A good mission, for example where you grab three meld canisters and lots of resources can have a major positive effect.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. The exception is the cost in alien corpses and weapon fragments, which does scale. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. &lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled.&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63614</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63614"/>
		<updated>2015-03-19T09:02:27Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Balanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;The rewards from council missions???&#039;&#039;&#039;: but the number of council missions doesn&#039;t scale. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one point. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc.&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. A good mission, for example where you grab three meld canisters and lots of resources can have a major positive effect.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. The exception is the cost in alien corpses and weapon fragments, which does scale. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. &lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled.&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63613</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63613"/>
		<updated>2015-03-19T08:59:56Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Things that don&amp;#039;t scale with Dynamic War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;The rewards from council missions???&#039;&#039;&#039;: but the number of council missions doesn&#039;t scale. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one point. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc.&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. A good mission, for example where you grab three meld canisters and lots of resources can have a major positive effect.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost in alien corpses and weapon fragments, which does scale.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled.&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63612</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63612"/>
		<updated>2015-03-19T08:59:43Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Things that scale with Dynamic War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;The rewards from council missions???&#039;&#039;&#039;: but the number of council missions doesn&#039;t scale. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one point. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc.&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. A good mission, for example where you grab three meld canisters and lots of resources can have a major positive effect.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost in alien corpses and weapon fragments, which does scale.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63611</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63611"/>
		<updated>2015-03-19T08:58:51Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Things that scale with Dynamic War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;The rewards from council missions&#039;&#039;&#039;: but the number of council missions doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one point. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. A good mission, for example where you grab three meld canisters and lots of resources can have a major positive effect.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost in alien corpses and weapon fragments, which does scale.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63610</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63610"/>
		<updated>2015-03-19T08:54:14Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Things that don&amp;#039;t scale with Dynamic War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one point. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. A good mission, for example where you grab three meld canisters and lots of resources can have a major positive effect.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost in alien corpses and weapon fragments, which does scale.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63609</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63609"/>
		<updated>2015-03-19T08:53:43Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Unbalanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one point. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster. A good mission, for example where you grab three meld canisters and lots of resources can have a major positive effect.&lt;br /&gt;
&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost in alien corpses and weapon fragments, which does scale.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63608</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63608"/>
		<updated>2015-03-19T08:52:31Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme scaling some unbalanced shortcomings of the scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one point. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster.&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost in alien corpses and weapon fragments, which does scale.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63607</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63607"/>
		<updated>2015-03-19T08:52:09Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, but even with extreme values some shortcomings of scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one point. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster.&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost in alien corpses and weapon fragments, which does scale.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=63606</id>
		<title>Officers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(Long_War)&amp;diff=63606"/>
		<updated>2015-03-19T08:51:36Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Officers.png|left|208px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Officers&#039;&#039;&#039; are a new mechanic in Long War, replacing the medal system from Enemy Within. It constitutes a new upgrade path for soldiers, granting abilities that benefit the entire squad.&lt;br /&gt;
&lt;br /&gt;
To begin promoting officers, an [[Officer Training School (Long War)|Officer Training School]] is required, which becomes available for construction after a soldier reaches the rank of corporal. Once it is built, officer upgrades can be purchased in the OTS menu to make billets available.&lt;br /&gt;
&lt;br /&gt;
Any soldier that has the rank of at least Corporal, isn&#039;t a [[MEC Trooper (Long War)|MEC Trooper]] or a [[Psionic (Long War)|Psionic]] and has participated in at least 5 missions can be promoted to Lieutenant as long as there is an open billet left. After that, further promotions, in addition to another OTS upgrade, require that:&lt;br /&gt;
&lt;br /&gt;
* The officer must have been on at least 5 missions (3 by default with the [[Dynamic_War_(Long_War)|Dynamic War]] second wave option) at his current officer rank.&lt;br /&gt;
* The officer must have gained a certain minimum standard rank – Sergeant for promotion to Captain, and one more rank for every subsequent officer ranks.&lt;br /&gt;
* The officer with higher will stat will be commanding a mission if several officers of the same rank are on the squad. &lt;br /&gt;
&lt;br /&gt;
== Officer ranks ==&lt;br /&gt;
When an officer is promoted, one of two perks can be chosen for them. This selection is permanent, but a different perk can be chosen for every officer.&lt;br /&gt;
&lt;br /&gt;
Only the perks of the commanding (highest-ranked) officer are beneficial to the entire squad. Officer perks of a second, lower-ranking officer present on a mission benefit only that officer.&lt;br /&gt;
&lt;br /&gt;
Officers recover slower from post-battle fatigue. The additional time is 12 hours per officer rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Officer Rank&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Minimum Level Requirement&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Officer Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Lieutenant Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; || [[File: RANK SERGEANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | {{ Lead By Example (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Lieutenant Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; || [[File: RANK SERGEANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Legio Patria Nostra (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Stay Frosty (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Captain Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039; || [[File: RANK LIEUTENANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Semper Vigilans (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Fortiores Una (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Major Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039; || [[File: RANK CAPTAIN.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Into The Breach (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ So Shall You FIght (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Colonel Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039; || [[File: RANK MAJOR.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Band Of Warriors (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Esprit De Corps (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Field Commander Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Field Commander&#039;&#039;&#039; || [[File: RANK COLONEL.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ So Others May Live (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Combined Arms (Long War)|text=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer upgrades ==&lt;br /&gt;
&lt;br /&gt;
Each officer rank is unlocked by purchasing an upgrade in the Officer Training School. It unlocks a number of officer billets for the new rank and prior ranks. Purchasing these upgrades costs money and requires a certain number of total soldier ranks (where a Specialist counts as one, a Lance Corporal as two, and so on). When an officer is killed or dismissed, the billet will cycle back and become available again after a few missions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;| Officer upgrades&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;| Name !! width=&amp;quot;10%&amp;quot;| &#039;&#039;&#039;Required ranks&#039;&#039;&#039; !! width=&amp;quot;10%&amp;quot;|&#039;&#039;&#039;Cost&#039;&#039;&#039; !! width=&amp;quot;30%&amp;quot;|&#039;&#039;&#039;Unlocked billets&#039;&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Tactical officers &#039;&#039;&#039;|| 20 || §100 || 3x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Company officers &#039;&#039;&#039;|| 45 || §200 || 2x CAPT, 2x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Field officers &#039;&#039;&#039;|| 75 || §300 || 2x MAJ, 2x CAPT, 2x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Regimental officers &#039;&#039;&#039;|| 110 || §400 || 2x COL, 2x MAJ, 2x CAPT, 2x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Commanding officer &#039;&#039;&#039;|| 150 || §500 || 1x CMDR, 1x COL, 1x MAJ, 1x CAPT, 1x LT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total number of billets unlocked:&#039;&#039;&#039; 10x Lieutenant, 7x Captain, 5x Major, 3x Colonel, 1x Field Commander.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Aibeit&amp;diff=63605</id>
		<title>User talk:Aibeit</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Aibeit&amp;diff=63605"/>
		<updated>2015-03-19T08:50:12Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: Created page with &amp;quot;Your feedback here would be appreciated. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your feedback [[Dynamic_War_(Long_War)|here]] would be appreciated. [[User:PizzaMan|PizzaMan]] ([[User talk:PizzaMan|talk]]) 04:50, 19 March 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Pjf&amp;diff=63604</id>
		<title>User talk:Pjf</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Pjf&amp;diff=63604"/>
		<updated>2015-03-19T08:50:10Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: Created page with &amp;quot;Your feedback here would be appreciated. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your feedback [[Dynamic_War_(Long_War)|here]] would be appreciated. [[User:PizzaMan|PizzaMan]] ([[User talk:PizzaMan|talk]]) 04:50, 19 March 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:8wayz&amp;diff=63603</id>
		<title>User talk:8wayz</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:8wayz&amp;diff=63603"/>
		<updated>2015-03-19T08:50:05Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sure, I&#039;ll tie it off for now.  Update as you like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your feedback [[Dynamic_War_(Long_War)|here]] would be appreciated. [[User:PizzaMan|PizzaMan]] ([[User talk:PizzaMan|talk]]) 04:50, 19 March 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(Long_War)&amp;diff=63602</id>
		<title>Second Wave (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(Long_War)&amp;diff=63602"/>
		<updated>2015-03-19T08:48:01Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: made an extensive page about scaling in Dynamic War.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Long War, all Second Wave options are available from the start.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Damage Roulette&#039;&#039;&#039;: Same [[Second Wave (EU2012)#Damage_Roulette|damage algorithm]] as in Long War EU. Displayed damage on item cards will correctly reflect this setting.&lt;br /&gt;
* &#039;&#039;&#039;New Economy&#039;&#039;&#039;: [[Second Wave (EU2012)#New_Economy|Same as in vanilla EU]].&lt;br /&gt;
* &#039;&#039;&#039;Strict Screening&#039;&#039;&#039;: Replacement for [[Second Wave (EU2012)#Not_Created_Equally|Not Created Equally]]. By default soldiers will have randomized but balanced starting stats. Selecting this option will revert to fixed starting stats for all soldiers.&lt;br /&gt;
* &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039;: Soldier stats at level-up are randomized.&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039;: Soldier perks are randomized. This may include some MEC perks. In general the list of randomized perks is different than in [[Training Roulette (EU2012)|vanilla]]. (For example, Field Medic cannot be randomized).&lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039;: Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]].&lt;br /&gt;
* &#039;&#039;&#039;Red Fog&#039;&#039;&#039;: Significantly changed from vanilla. Aliens and robotic units are affected. Aim and Mobility penalty scales linearly with damage taken. High Will stat can reduce the effect. Robotic units have &amp;quot;infinite&amp;quot; will for this purpose, and so will not have aim/mobility penalties until they drop below 50% health&lt;br /&gt;
* &#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039;: Unchanged from Vanilla EW&lt;br /&gt;
* &#039;&#039;&#039;Liberation&#039;&#039;&#039;: Replaces Psionic Interrogation (requirements for psionics are completely changed). New SW option requires that all countries be re-taken prior to launching the final mission.&lt;br /&gt;
* &#039;&#039;&#039;[[Dynamic_War_(Long_War)|Dynamic War]]&#039;&#039;&#039;: Replaces Marathon. A tunable version of long war with a new alien strategic AI, scaled number of alien missions and adjusted economy. Unadjusted, this generates 50% of number of alien missions that standard Long War would, but this can be adjusted in the LongWar.ini file. [[Dynamic_War_(Long_War)|More info on scaling.]]&lt;br /&gt;
* &#039;&#039;&#039;Results Driven&#039;&#039;&#039;: Income varies with panic level, and the formula has been adjusted to be based on the new 100 point panic scale.&lt;br /&gt;
* &#039;&#039;&#039;Cinematic Mode&#039;&#039;&#039;: All soldiers, SHIVs and interceptors get +15 to hit in all cases.&lt;br /&gt;
* &#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039;: Unchanged from Vanilla EW&lt;br /&gt;
* &#039;&#039;&#039;Wear and Tear&#039;&#039;&#039;: Items carried by soldiers will sometimes wear out after missions, even if the soldier isn&#039;t injured. &lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039;: Unchanged from Vanilla EW&lt;br /&gt;
* &#039;&#039;&#039;War Weariness&#039;&#039;&#039;: Funding reduced over time. Rate of funding reduction slowed to match Long War timescale&lt;br /&gt;
* &#039;&#039;&#039;Bronzeman Mode&#039;&#039;&#039;: This option enables tactical mission restart option on Ironman campaigns. (E-299 SW option will no longer be available).&lt;br /&gt;
* &#039;&#039;&#039;Total Loss&#039;&#039;&#039;: By default soldiers that are MIA (either mission failed or soldier was left behind on abort) have a 50% chance to have their gear recovered, and dead soldiers on successful missions always have their gear recovered. Total loss results in equipment loss for all dead soldiers and all MIA soldiers.&lt;br /&gt;
* &#039;&#039;&#039;Commander&#039;s Choice&#039;&#039;&#039;: You may select the class for each Soldier upon promotion to Specialist.&lt;br /&gt;
* &#039;&#039;&#039;Aiming Angles&#039;&#039;&#039;: Unchanged from Vanilla EW&lt;br /&gt;
* &#039;&#039;&#039;Mind Hates Matter&#039;&#039;&#039;: By default only the Neural Damping genemod is prohibited to psionic soldiers. With this option all genemods are prohibited to psionic soldiers&lt;br /&gt;
&lt;br /&gt;
For a list of vanilla Second Wave options, see [[Second Wave (EU2012)]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63601</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63601"/>
		<updated>2015-03-19T08:45:04Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, although some shortcomings of scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one point. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster.&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost in alien corpses and weapon fragments, which does scale.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63599</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63599"/>
		<updated>2015-03-18T23:53:18Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Things that don&amp;#039;t scale with Dynamic War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, although some shortcomings of scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one point. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required???&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster.&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost in alien corpses and weapon fragments, which does scale.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered???&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=63598</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=63598"/>
		<updated>2015-03-18T23:51:45Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
	 &lt;br /&gt;
In Long War all soldiers have 2 item slots from the start of the game. This can be upgraded to 3 item slots once the Tactical Rigging foundry project is completed.&lt;br /&gt;
&lt;br /&gt;
* Consumable equipment that is in store from the start of the game can be used on all soldiers, so you get an unlimited storage. These items have no cost (N/A). &lt;br /&gt;
* Consumable items that have to be produced can be equipped on one soldier per mission - so they remain in your stores even when used on a mission, but are good for only one use per mission. This can be increased to multiple uses for a single item mission by perks that grant multiple charges. It is also possible to produce an item multiple times to equip it on multiple soldiers or even on multiple slots on a single soldier. These consumable items include mimic beacons, chem and psi grenades, combat stims and arc throwers. The exception to this is the alien grenade, which replaces the HE grenade and thus can be equipped on all soldiers each mission, even multiple times per soldier.&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 35 || 8 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 80 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -6 to Defense. Can stack with plating items. || 18 || Improved Body Armor || 70 || 14 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +4 Defense, grants immunity to overwatch crits, and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 65 || 0 || 8 || 20 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || -1 || All ||  Grants immunity to strangulation, partial immunity to acid, causes the first death for the soldier to instead automatically be a critical wound, adds 2 turns to that soldier&#039;s bleed out timer, and reveals the bleed out timer. It does not prevent will loss from critical wounds. || 25 || Seeker Autopsy || 50 || 0 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk (33% damage reduction against attacks within 4 tiles) and +1 HP. || 50 || Mobile Power Armor || 80 || 14 || 8 || 10 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic || Confers +25 will, grants the Steadfast perk and immunity to strangulation || 65 || Sectoid Commander Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 200 || 40 || 60 || 10 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 65 || 8 || 8 || 15 || 10 || 1x Mechtoid Core&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer. The first three are destructive grenades (affected by the Grenadier perk) while the rest are support grenades (affected by the Smoke &amp;amp; Mirrors perk).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. DR from cover is ignored. Damage is increased to 3-9 upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover. AOE is upgraded by 40% upon completion of Alien Grenades Foundry Project. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover.  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one alien turn. Most synthetic/cybernetic and psionic enemies are immune.&amp;lt;br /&amp;gt;Also removes overwatch on the turn it is used. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy&amp;lt;br /&amp;gt;New Combat Systems || 120 || 4 || 0 || 0 || 10 || 15x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || Psionic ||  When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. High will soldiers or aliens have a greater chance to succeed or resist respectively. Does not affect Mechanical units. One use. -10 will when equipped. || 75 || Alien Communications&amp;lt;br /&amp;gt;Psi Warfare Systems || 150 || 2 || 24 || 24 || 14 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Cannot carry these and flashbangs at the same time. Confers a -2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 2 || 2 || 1 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. Grants +1 mobility after firing the rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner, Engineer, MECs, SHIVs || Reduces enemy damage reduction (including that from cover) by 2. Does not work with sidearms or shotguns. Can&#039;t stack with some other specialized ammo. || 25 || Improved Body Armor&amp;lt;br /&amp;gt;New Combat Systems || 50 || 12 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons (not including the sawed-off shotgun). || 35 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 35 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flak Ammo (Long War).png|center|128x64px]]&#039;&#039;&#039;Flak Ammo&#039;&#039;&#039; || -1 || All, MECs || Confers greater of +2 or 20% bonus base weapon damage against aloft flying units when using primary gun or rockets. Damage bonus is conferred after any DR is applied. Can&#039;t stack with some other specialized ammo. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;On MECs, also allows Collateral Damage ability to target airborne targets and does bonus damage with all collateral damage attacks. || 35 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 60 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault, Engineer || Grants the Shredder Ammunition perk. Can&#039;t stack with some other specialized ammo. || 30 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of ballistic and gauss weapons by 20%, but doubles the weapon&#039;s range penalty. || 25 || New Combat Systems || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All, MECs || Increases ballistic and gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All, MECs || Increases beam and pulse weapon damage by 1. || 55 || Enhanced Laser|| 35 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All, MECs || Increases plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 20 || 20 || 5 || 14 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that the SCOPE, Neural Gunlink, and Illuminator Gunsight do not stack with one another.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +4 aim and +4 critical hit chance after SCOPE upgrade. Does stack with other aim enhancing items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All, MECs, SHIVs || Confers +8 aim and +8 critical hit chance after SCOPE upgrade. Does not stack with Neural Gunlink or Illuminator Gunsight. || 15 || Alien Weaponry || 70 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +8 critical hit chance and +1 base damage when calculating critical hits to a soldier&#039;s primary weapon. || 15 || Xenobiology || 50 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip marksman&#039;s/strike rifles). || 20 || Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Sniper || Confers +6 aim and +6 critical hit chance. Can stack with other aim enhancing items. || 25 || Alien Materials&amp;lt;br /&amp;gt;New Combat Systems || 25 || 4 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Confers +12 aim and +12 critical hit chance, but incurs a -12 will penalty. Does not stack with SCOPE or Illuminator Gunsight. || 40 || Alien Biocybernetics&amp;lt;br /&amp;gt;Psi Warfare Systems || 70 || 6 || 8 || 15 || 7 || 1x SCOPE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (6 HP with Improved Medikit foundry project) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Grants Adrenaline Surge perk (+10 Aim, +10% critical chance) for the duration of battle, strengthens the user&#039;s will against panic, and provides increased mobility, 40% DR, and immunity to critical hits (if not flanked/exposed) for the next 2 enemy turns. || 45 || Muton Berserker Autopsy ||  120 || 0 || 0 || 4 || 10 || 1x Berserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Standard: 54%/48%/42%/29%. &amp;lt;br /&amp;gt;Upgraded: 57%/57%/57%/54%/48%/42%. || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers +6 (+12 with Advanced Flight) additional flight fuel for Archangel and Seraph armors and Hover SHIVs. || 60 ||  Antigrav Systems || 40 || 6 || 24 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 mobility. ||45 || Advanced Power Armor&amp;lt;br /&amp;gt;Advanced Servomotors || 80 || 8 || 4 || 10 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Shadow Device&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items do not apply. || 60 || Seeker Autopsy&amp;lt;br /&amp;gt;Psi Warfare Systems || 100 || 10 || 30 || 40 || 14 || 15x Seeker wreck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +12 to both aim and critical hit chance. Does not stack with SCOPE or Neural Gunlink.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% experience and +5 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +50% Psi XP and +10 will. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -2 || Grants Extra Conditioning perk. || 35 ||  Heavy Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 32 || 0 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +4 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 0 || 0 || 10 || 10 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 6 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Counterfire Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Counterfire Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || 40 ||  Mechtoid Autopsy || 70 || 0 || 0 || 0 || 10&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  SHIV Defenses  || 50 || 10 || 5 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +4 aim. || 20 ||  Experimental Warfare || 25 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Advanced Suppression Module&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Danger Zone perk. || 40 ||  SHIV Suppression  || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 60 || 8 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 15 || SHIV Defenses  || 30 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 120 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader_Long_War.png|center|128x64px]]&#039;&#039;&#039;Incinerator Module&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases flamethrower damage by +3. || 45 || Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems || 90 || 20 || 20 || 10 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases kinetic strike module damage by +3. || 70 || Antigrav Systems&amp;lt;br /&amp;gt;MEC Warfare Systems || 70 || 30 || 20 || 2 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +8 aim, critical hit chance, and defense. || 75 ||  Sectopod Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 250 || 30 || 10 || 30 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || +2 || Increases SHIV mobility by 2 points. || 45 ||  Elerium&amp;lt;br /&amp;gt;Advanced Servomotors || 30 || 12 || 16 || 0 || 7 || -&lt;br /&gt;
	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63597</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63597"/>
		<updated>2015-03-18T23:48:06Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: /* Things that don&amp;#039;t scale with Dynamic War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, although some shortcomings of scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one point. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required???&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
*&#039;&#039;&#039;The amount of randomness&#039;&#039;&#039;: in a default &amp;quot;double speed&amp;quot; scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster.&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld/weapon fragments) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost of alien corpses for things, which does scale.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered???&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63596</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63596"/>
		<updated>2015-03-18T23:45:47Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, although some shortcomings of scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one point. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required???&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld/weapon fragments) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost of alien corpses for things, which does scale.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered???&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63595</id>
		<title>Dynamic War (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dynamic_War_(Long_War)&amp;diff=63595"/>
		<updated>2015-03-18T23:44:33Z</updated>

		<summary type="html">&lt;p&gt;PizzaMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic was is a [[Second_Wave_(Long_War)|Second Wave]] option which replaces the [[Second_Wave_(EU2012)#Marathon|Marathon]] option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of missions and adjusted economy. Unadjusted, this generates 50% of number of missions that standard Long War would, but this can be adjusted in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, although some shortcomings of scaling can be overcome by [[Mods_(Long_War)|editing other settings in .ini files]].&lt;br /&gt;
&lt;br /&gt;
==Things that scale with Dynamic War==&lt;br /&gt;
* &#039;&#039;&#039;Alien missions&#039;&#039;&#039;: Number of alien missions per month scales, but not the number of [[Missions_(Long_War)#EXALT|EXALT]] or [[Missions_(Long_War)#Council_Missions|council]] missions per month.&lt;br /&gt;
* &#039;&#039;&#039;Resources gathered&#039;&#039;&#039;: [[XCOM_Headquarters_(EU2012)#Resources_.26_Manpower|Resources]] such as credits/alloys/elerium/meld gathered per mission.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission&#039;&#039;&#039;: however at very low scales, the Xp per mission hits a cap.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue &amp;amp; injury&#039;&#039;&#039;: timers scale.&lt;br /&gt;
* &#039;&#039;&#039;Stay frosty&#039;&#039;&#039; this [[Abilities_List_(Long_War)#Stay_Frosty|perk]] allows [[Officers_(Long_War)|officers]] to reduce fatigue by one point. This deduction is applied before Dynamic War scaling.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments required&#039;&#039;&#039;: the amount of weapon fragments required for things scales.&lt;br /&gt;
* &#039;&#039;&#039;Alien artefacts required???&#039;&#039;&#039;: [[Alien_Artifacts_(Long_War)|Alien artefacts]] for research, rewards, etc. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Alien corpses required&#039;&#039;&#039;: for research, rewards, etc.&lt;br /&gt;
*&#039;&#039;&#039;Item repair&#039;&#039;&#039;: the repair times in the [[Repair_Bay_(Long_War)|Repair Bay]] scale.&lt;br /&gt;
&lt;br /&gt;
==Things that don&#039;t scale with Dynamic War==&lt;br /&gt;
===Unbalanced===&lt;br /&gt;
* &#039;&#039;&#039;EXALT missions&#039;&#039;&#039;: Number of [[Missions_(Long_War)#EXALT|EXALT missions]] per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.&lt;br /&gt;
* &#039;&#039;&#039;Council missions&#039;&#039;&#039;: The number of [[Missions_(Long_War)#Council_Missions|council missions]] per month doesn&#039;t scale.&lt;br /&gt;
* &#039;&#039;&#039;Xp per mission beyond cap&#039;&#039;&#039;: there&#039;s a maximum Xp a soldier can earn per mission.&lt;br /&gt;
*&#039;&#039;&#039;Weapons from captured enemies&#039;&#039;&#039;: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.&lt;br /&gt;
===Balanced===&lt;br /&gt;
* &#039;&#039;&#039;The cost of things&#039;&#039;&#039;: the resources (credits/alloys/elerium/meld/weapon fragments) cost of items, training, etc doesn&#039;t change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost of alien corpses for things, which does scale.&lt;br /&gt;
* &#039;&#039;&#039;Weapon fragments gathered&#039;&#039;&#039;: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.&lt;br /&gt;
* &#039;&#039;&#039;Artefacts gathered???&#039;&#039;&#039;: The amount of [[Alien_Artifacts_(Long_War)|alien artefacts]] rewarded per mission doesn&#039;t scale, but the cost in artefacts of research, items, etc. is scaled. (not verified)&lt;br /&gt;
* &#039;&#039;&#039;Corpses gathered&#039;&#039;&#039;: The amount of alien corpses gathered per mission doesn&#039;t scale, but the cost in corpses of research, items, etc. is scaled.&lt;br /&gt;
*&#039;&#039;&#039;Base building&#039;&#039;&#039;: base facilities building times and power required do not change.&lt;/div&gt;</summary>
		<author><name>PizzaMan</name></author>
	</entry>
</feed>